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2.2.4
Explosives
Classification:
Explosives
(general-area demolition / entertainment) |
| Weapon |
TL |
2H |
CP |
Range |
UR |
-CMP" |
Damage |
| CannonBall |
3 |
X |
3 |
16"* |
6* |
-3" |
1d10+3
(exp) |
| MkI
Explosive |
3 |
- |
4(6) |
(20") |
3(6) |
- |
1d10+3
(exp) |
| MkII
Explosive |
4 |
- |
6(8) |
(22") |
3(7) |
-1" |
2d10
(exp) |
| MkIII
Explosive |
4 |
- |
8(10) |
(24") |
3(8) |
-2" |
2d10+3
(exp) |
*
- CannonBalls cannot be thrown. They must be launched
from a Cannon.
() - Numbers in parentheses are for Missile stats. |
Explosions
are integral to any BrikWar. They are not always the most
precise or elegant tactical solution, but they are almost always
the most entertaining. There are higher grades of explosives
than those listed in this chart, but not in troop-portable sizes.
Explosives have four potential uses: as grenades, as bombs, as timed
explosives, or as missiles (The numbers in parentheses are the statistics
for missiles). All types of explosives can be launched out
of a Bazooka, except for CannonBalls, which must be launched from
Cannons. Any non-missile Explosive will have a Range of 16"
and a UR of 6 when launched from a Bazooka.
Grenades
and bombs look about the same; you can tell them apart because bombs
are attached to Fliers, while grenades are carried by Troopers.
Grenades are cylindrical in shape, and increase in size depending
on their Mk rating. For most minifigs, the range of a thrown
grenade is five inches plus the minifig's Skill, minus the MovePenalty
of the grenade (3.6.3: Throwing
Objects). For instance, a SpaceMan with a MkII
Grenade would be able to throw it 5+1d6-1 inches, or 1d6+4".
A StarMan with a MkIII Grenade wants to be behind cover when he
throws it, because he often can't throw it far enough to be out
of the blast range.
Timed
explosives are the same size as the corresponding grenades, but
made with square one-dot brix instead of cylinders. Timed
explosives are coated with a special glue called "Glom."
Once the Glom has been activated and the explosive is Glommed onto
something, there is no way to remove it, so be careful where you
put those things. It takes a full movement phase to arm the
explosive, set the timer, and Glom it onto a target. The timer
can be set for any number of turns (including zero!). The
timer counts down by one at the end of every turn of the player
that set it. When the timer reaches zero, the bomb explodes,
so I hope you've got your units out of the area. To keep track
of the timer, set white Pips next to the explosive and remove one
at the end of every turn.
Missiles
are usually launched out of a Launcher. In desperate situations,
a Trooper can set off a missile by hand. He aims with a -5
penalty to Skill, and he is automatically hit by the thrust flames
as it launches (1d6 times the Mk rating of the missile in Fire Damage
(3.3.5:
Fire!)).
Why
do we love explosions so much? I'll tell you why. You
shoot a SpaceMan with a laser, it puts a little hole in him and
he falls over. Big Deal. You shoot a SpaceMan with a
MkII Missile, he not only throws himself into the air and divides
himself into component pieces, but all his buddies in the area do
the same thing. Now that's entertainment! Any weapons with
damage measured in d10's cause explosions, and Explosives are no
exception (3.3.2:
Explosions).
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