[REG] Demolitions

Demolitions reflects a character's ability to set explosives for both destructive purposes and to accomplish specific special effects.

The most common explosive is detonite, and a fist sized cube does 1D speeder-scale damage. The damage in the charts below is figured for one cube of detonite. Additional detonite cubes increase the base damage by +1D. If the characters aren't using a high-grade explosive like detonite, reduce damage. Making explosives out of readily available materials (blaster power packs, reactant chemicals, power converters) is a handy skill in the field; however, these alternative explosives are often not as effective as detonite.

When a character sets charges, he or she can either try to set the explosive to cause extra damage or create some special effects.

Extra Damage: use the following difficulties when setting explosives to cause extra damage. The difficulty depends on the object being destroyed.

Very Easy: A plywood door.
Easy: A hard wooden door.
Moderate: A bolted steel door.
Difficult: A lightly armored door such as a blast door.
Very Difficult: A heavily armored object, such as the hull of a starship.​

If the character beats the difficulty, he or she adds extra damage dice past the detonite's 1D. Find the number of points by which the character beat the difficulty:

Points Above Difficulty Extra Damage:
1-5 +1D
6-10 +2D
11-15 +3D
16-20 +4D
21-30 +5D
31+ +6D​

This bonus is added to the explosive's base damage. Roll the damage against the object's body strength.

If the damage penetrates the obstacle, then the attempt succeeded. Note that, if the explosive is used, the roll becomes almost irrelevant (except in checking for mishaps).

Special Effects: Characters may also try achieving special effects with explosives. The difficulty depends on the specific type of result:

Very Easy: Rigging a bomb so the next time a speeder is put into drive, the bomb goes off, destroying the vehicle.
Easy: Blowing off the back hatch of a computer without leaving any permanent marks or burns.
Moderate: Rigging and hiding explosives on blast doors so the next time they are closed the explosive goes off, funneling the exploding down a specific hall. This takes five minutes to prepare.
Difficult: Setting off an explosive charge on the leg of an AT-AT walker so the drive cords are severed and the walker topples over when it tries to take a step.​
Davin Kabak
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