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Saga Edition RPG Omnibus

Hazard: Detonite Trap: Difference between revisions

(Created page with "{{hazard |hazardname=Explosive Trap, Detonite (CL 2) |hazardpage=102 |hazardflavor=An explosive detonates when triggered by a timer. |hazardtype=Area, artificial, energy |hazardtrigger=The explosive’s timer expires; targets all creatures, droids, and objects in a 1-square burst radius. |hazardattack=+10 vs. Reflex Defense |hazarddamage=5d6 (''Miss'': Half damage) |hazardrecurrence=None. |hazardskill1='''Mechanics (DC 14):''' The charact...")
 
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{{hazard
{{DISPLAYTITLE:Detonite Trap}}<!--
 
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|hazardname=Explosive Trap, Detonite (CL 2)
|hazardname=Explosive Trap, Detonite (CL 2)
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|hazardrecurrence=None.
|hazardrecurrence=None.
|hazardskill1='''[[Mechanics]] (DC 14)&colon;''' The character disarms the explosive trap.
|hazardskill1='''[[Mechanics]] (DC 14)&colon;''' The character disarms the explosive trap.
|hazardspecial=''See [[Explosives#detonite|Detonite]].''}}
|hazardspecial=''See [[Explosives#detonite|Detonite]].''}}<!--
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<h4 class="headline">Set Explosive (Deprecated)</h4>
 
{{referencetag
 
|book=Saga Edition Core Rulebook
 
|page=256}}A set explosive usually takes the form of detonite. When a set explosive detonates, make an attack roll (1d20&#43;10) against the Reflex Defense of every creature and object in its blast radius. (Any creature or object to which the explosive is attached is hit automatically.) If the attack succeeds, the creature or object takes full damage. If the attack misses, the creature or object takes half damage. This is considered an [[Combat&colon;_Special_Rules#Area_Attacks
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|area&nbsp;effect]]. Detonite is a CL 2 hazard.</div>
 
--><h4 class="headline">Set Explosive (Deprecated)</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=256}}<!--
 
--><p class="single nomargin">{{indent}}A set explosive usually takes the form of detonite. When a set explosive detonates, make an attack roll (1d20&#43;10) against the Reflex Defense of every creature and object in its blast radius. (Any creature or object to which the explosive is attached is hit automatically.) If the attack succeeds, the creature or object takes full damage. If the attack misses, the creature or object takes half damage. This is considered an [[Combat&colon;_Special_Rules#Area_Attacks|area&nbsp;effect]]. Detonite is a CL 2 hazard.</p><!--
 
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Revision as of 03:36, 6 October 2025

Explosive Trap, Detonite (CL 2)

     Saga Edition Core Rulebook, page 3 (table of contents).

An explosive detonates when triggered by a timer.

Type: Area, artificial, energy

Trigger: The explosive’s timer expires; targets all creatures, droids, and objects in a 1-square burst radius.

Attack: +10 vs. Reflex Defense

Damage/Effect: 5d6 (Miss: Half damage)

Recurrence: None.

Skill:
Mechanics (DC 14): The character disarms the explosive trap.

Special: See Detonite.

Set Explosive (Deprecated)

     Saga Edition Core Rulebook, page 256.

     A set explosive usually takes the form of detonite. When a set explosive detonates, make an attack roll (1d20+10) against the Reflex Defense of every creature and object in its blast radius. (Any creature or object to which the explosive is attached is hit automatically.) If the attack succeeds, the creature or object takes full damage. If the attack misses, the creature or object takes half damage. This is considered an area effect. Detonite is a CL 2 hazard.