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Utility Chemicals and Other Explosives
 
Utility Chemicals and Other Explosives
*'''Glue Sprayer''': an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (N). Wt. 3lbs, Cost N.
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*'''Glue Sprayer''': an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (+50). Wt. 3lbs, Cost N.
 
*'''Dynamite''': Dam: 2d6, Wt. 2lbs., SBT. Can be combined with more sticks to increase damage and template size. 2 Sticks Damage 3d6; 4 Sticks Damage 4d6 and MBT; 8 Sticks Damage 5d6 and LBT. Each additional +4 sticks adds +1d6 damage. Wt. 2lbs and Cost C each stick
 
*'''Dynamite''': Dam: 2d6, Wt. 2lbs., SBT. Can be combined with more sticks to increase damage and template size. 2 Sticks Damage 3d6; 4 Sticks Damage 4d6 and MBT; 8 Sticks Damage 5d6 and LBT. Each additional +4 sticks adds +1d6 damage. Wt. 2lbs and Cost C each stick
 
*'''Explosive Paste Sprayer''': Damage 4d6, AP 8 and requires a Repair check to set (can form a Small or MBT, or cone burst with seperate Repair check). Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with Repair check. Wt. 2lb, Cost P (M)
 
*'''Explosive Paste Sprayer''': Damage 4d6, AP 8 and requires a Repair check to set (can form a Small or MBT, or cone burst with seperate Repair check). Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with Repair check. Wt. 2lb, Cost P (M)
 
*'''Plastic Explosives''': Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a Repair check. Can be combined. 2lbs. Damage 6d6; 3lbs. Damage 8d6, MBT and Heavy Weapon; 4lbs. Damage 10d6, LBT. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost N each with a range of 500” or set up to two hours. Wt. 1lb, Cost P (M)
 
*'''Plastic Explosives''': Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a Repair check. Can be combined. 2lbs. Damage 6d6; 3lbs. Damage 8d6, MBT and Heavy Weapon; 4lbs. Damage 10d6, LBT. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost N each with a range of 500” or set up to two hours. Wt. 1lb, Cost P (M)
*'''Thermite Burning Bar''': Damage 4d6, AP 4, Heavy Weapon, Continuous damage 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and Repair skill check to set property. Wt. 1lb, Cost E (M)
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*'''Thermite Burning Bar''': Damage 4d6, AP 4, Heavy Weapon, Continuous damage 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and Repair skill check to set property. Wt. 1lb, Cost E (Military)
 
*'''Charge Pack''': simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates 3 rounds after fuse pulled. Damage: 4d8, AP 5, Heavy Weapon, MBT. Wt. 10lbs, Cost P (M)
 
*'''Charge Pack''': simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates 3 rounds after fuse pulled. Damage: 4d8, AP 5, Heavy Weapon, MBT. Wt. 10lbs, Cost P (M)
 
*'''X-Bomb''': peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Damage: 6d10, AP 12, Heavy Weapon, can be set for any Burst Template (Small, Medium, Large or Cone with a Repair skill roll), timer from 1 round to 2 hours. Wt. 10lb, Cost E (M)
 
*'''X-Bomb''': peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Damage: 6d10, AP 12, Heavy Weapon, can be set for any Burst Template (Small, Medium, Large or Cone with a Repair skill roll), timer from 1 round to 2 hours. Wt. 10lb, Cost E (M)

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