Explosions
Written By: N.Robin Crossby
Copyright: 1990, N.Robin Crossby
First Appearance: HârnLine 1990-01-05
Note: This is a HârnMaster expansion on Explosions. It is a
discussion paper, and the rules may be modified in later drafts (if
any). Please try out these rules and send me comments.
By the way. Here is one case where a detailed system like HârnMaster
has a high price to pay: this is not a quick system. Explosions are
complicated and require a lot of resolution. A fast, easy system has
evaded me so far...
While explosions are relatively rare in a medievel environment such as
Kethira, some of you have indicated that you would like to see the
subject dealt with in more detail.
Explosions have attributes that make them somewhat different from
other types of strike/strike attempt. The most important of these
are:
- All exposed, in range, body parts are struck by an explosion.
- Impact drops off with increased range and may be increased if the
terrain has a channeling effect.
- Strike Location(s) are determined by chance and facing (aiming is
not possible).
In other words, explosions are indescriminate.
Procedure
Once the GM has decided the explosion's epicentre the following
guidelines are provided:
- [1] Channeling
- Range/Impact may be affected by channeling obstructions; an
explosion in a corridor, for example, propagates mostly along the
channel formed by the walls and ceiling in either direction.
Increase Impact by 1d6 for each direction in which the explosion is
blocked (except down - the floor is ignored). Hence, the impact of an
explosion next to one solid wall is increased by 1d6. If it occurs
under a ceiling, increase it by one more, and so on. Hence, the impact
of an explosion in a hallway would be increased by one for each wall
and by one for the ceiling (eg. from 3d6 to 6d6) and the impact of an
explosion in a normal room would be increased by 5d6.
As an overriding consideration, channeling cannot more than double an
explosion's Impact.
For each character, the following procedure is followed:
- [2a] Determine Range
- Cross-index the character's range (in five foot hexes) from the
explosion's epicentre and cross-index it with the modified Impact
(above). If the resulting impact is less than 1, the character is more
or less unaffected by the explosion. Otherwise, he may be injured.
- [2b] Screening Obstructions
- Determine whether part(s) of the character are protected by (i)
other characters, (ii) low walls, (iii) heavy vegetation, (iv) other
blocking features that would (at GM discretion) lessen the impact of
the explosion. Any reduction from screening features will be applied
to reduce the impact of the explosion, but ony on the specific body
parts screened. Note: Shields are treated as plate armour when
determining effective impact.
- [2c] Instant Kill
- Some Explosions are so powerful that they will instantly destroy
or fatally shock any organic creature (and many solid objects) in
their paths.
If a shortcut is wanted, it may be assumed that an unarmoured
character who is subject to a 7d6+ impact explosion is killed
instantly. 10d6 impacts are generally fatal regardless of any armour
worn.
- [2d] Facing
- Determine the character's facing at the instant of the explosion.
The Hârnmaster combat system presumes that characters are
turning and moving constantly in the course of a turn, hence, it is
possible for a character to be facing in any direction at any given
time. Most likely, however, an engaged character will be facing one or
more of his opponents. Facing is primarily a matter of GM discretion,
but the following table may be used to determine the side of the
character which is affected by the explosion:
01-25 Front
26-50 Left Side
51-75 Right Side
76-00 Back
- [2e] Strikes
- Explosions affect all exposed body parts. Sometimes, the GM may
decide that reflected blast may (to a lesser degree) also affect body
parts which are not directly facing the epicentre. In general, the
procedure is to resolve a strike against each body part, according to
facing, as follows. Numbers in parentheses () indicate that the body
part(s) indicated have the percentage chance shown of being struck:
- Front
- Skull (60%), Face, Neck, Chest, Belly, Groin, Each Hip (75%),
Each Leg (70%), Each Arm (60%), Tail (10%), Each Wing (60%).
- Side (Left or Right)
- Skull (60%), Face (35%), Neck, Arm (75%/25%), Leg (75%/25%),
Thorax (50%), Abdomen (50%).
- Rear
- Skull (65%), Neck, Each Arm (50%), Back, Hips, Each Leg
(75%).
NOTES: A strike to the Face implies a strike to one or both eyes. A
strike to the Arm indicates Shoulder, Upper Arm, Elbow, Forearm, Hand
and, if applicable, wing. A strike to the Leg implies Hip, Thigh,
Knee, Calf and foot. A strike to the Back includes both the Upper and
Lower Back and (if applicable) Tail. Where two percentages are given,
the higher is for the limb/side facing the explosion.
Strike by Strike
For each body part affected, proceed with strike resolution to
determine the injury. The impact is as determined above, the aspect
depends on the type of explosion:
Types of Explosion (Aspect)
The Aspect of a strike resulting from an explosion is determined by
the type of explosion. For the purpose of roleplaying, explosions may
be broadly divided into the following types at GM discretion:
- Fireballs
- A fireball is basically a propagation of intensely hot gasses, at
a relatively slow rate, and may not be accompanied by a conventional
shockwave. A fireball might, however, ignite flamable material. The
Aspect of a fireball is Fire/Burn.
- Pure Concussion
- Any sudden shockwave. The Pure Concussion effect is not
particularly hot and is more likely to put fires out than start them.
A concussion's aspect is Blunt. Note that a major implosion will have
the same general effect(s).
- Shrapnel (Large)
- Any explosion which causes large pieces of debris to scatter. The
aspect of such an explosion is Tear.
- Shrapnel (Small)
- Any explosion which causes small (less than 2cm) pieces of debris
to scatter. The aspect is Point.
The GM may also allow for an intermediate form of shrapnel that would
use the aspect Edge.
The GM is advised to resolve most dangerous strikes first since, once
the character is dead, further determining injuries may be
academic.
Significant explosions nearly always cause their victims to loose
consciousness.
Impact Table
This table is used to find the impact of an explosion according to the
victim's distance from the epicentre. To find the impact, cross-index
distance to target (Hexes) with the explosion's basic impact:
-------------------------------------------------------
Basic Impact d6
-------------------------------------------------------
Hexes 1 2 3 4 5 6 7 8 9 10 11 12
-------------------------------------------------------
0-2 1 2 3 4 5 6 7 8 9 10 11 12
3-5 1 1 2 3 4 5 6 7 8 9 10 11
6-8 - 1 1 2 3 4 5 6 7 8 9 10
9-11 - - 1 1 2 3 4 5 6 7 8 9
12-14 - - - 1 1 2 3 4 5 6 7 8
15-17 - - - - 1 1 2 3 4 5 6 7
18-20 - - - - - 1 1 2 3 4 5 6
21-23 - - - - - - 1 1 2 3 4 5
24-26 - - - - - - - 1 1 2 3 4
27-29 - - - - - - - - 1 1 2 3
30-32 - - - - - - - - - 1 1 2
33-35 - - - - - - - - - - 1 1
36-38 - - - - - - - - - - - 1