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Saga Edition RPG Omnibus

Hazard: Explosive Charge: Difference between revisions

(Created page with "{{hazard|hazardname=Explosive Charge (CL 5)|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=10d6 (''Miss'': Half damage)|hazardrecurrence=None.|hazardskill1='''Mechanics (DC 16):''' The character disarms the e...")
 
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{{hazard|hazardname=Explosive Charge (CL 5)|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=10d6 (''Miss'': Half damage)|hazardrecurrence=None.|hazardskill1='''[[Mechanics]] (DC 16):''' The character disarms the explosive charge.|hazardspecial=''See [[Explosives#explosivecharge|Explosive Charge]].''}}
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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 an explosive charge. 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]]. An explosive charge is a CL 5 hazard.</div>


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-->{{hazard|hazardname=Explosive Charge (CL 5)|hazardpage=102|hazardflavor=An explosive detonates when triggered by a timer.|hazardtype=Area, artificial, energy|hazardtrigger=The explosive&rsquo;s timer expires; targets all creatures, droids, and objects in a 1-square burst radius.|hazardattack=&#43;10 vs. [[Reflex&nbsp;Defense]]|hazarddamage=10d6 (''Miss''&colon; Half damage)|hazardrecurrence=None.|hazardskill1='''[[Mechanics]] (DC 16)&colon;''' The character disarms the explosive charge.|hazardspecial=''See [[Explosives#explosivecharge|Explosive&nbsp;Charge]].''}}<!--
 
 
 
 
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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 an explosive charge. 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]]. An explosive charge is a CL 5 hazard.<!--
 
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[[Category:Gameplay]]
[[Category:Gameplay]]

Revision as of 03:34, 6 October 2025

Explosive Charge (CL 5)

     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: 10d6 (Miss: Half damage)

Recurrence: None.

Skill:
Mechanics (DC 16): The character disarms the explosive charge.

Special: See Explosive Charge.

Set Explosive (Deprecated)

     Saga Edition Core Rulebook, page 256.

A set explosive usually takes the form of an explosive charge. 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. An explosive charge is a CL 5 hazard.