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Raiders of the Rim: Combat
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== '''Explosives and Grenades''' == These are rules for explosives and grenades in the Raiders of the Rim setting, with typical devices. '''Explosives''' Explosions produce a single area effect Attack against all targets within the same zone. The Attack strength in shifts depends on the strength/yield of the explosion. The Attack shifts reduce by -4 for each succeeding zone: so, a +6 bomb going off in one zone can still inflict a +2 Attack on targets in the adjacent zone. All targets Defend separately against the Attack, usually with Athletics. This represents diving for cover, taking shelter, etc. Success with style also indicates that the target has escaped into the next zone, taking a lower damage result. Explosives fans need to be careful not to get caught in their own blast radius, but unless actually holding the device, get the same Defend chance as anyone else. '''Grenades''' Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll. Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics roll against Difficulty +5, though, and failure means the target takes the full Attack. Other types of grenade exist as well as explosives. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages. '''Grenade Types''' *Frag grenade: +6 area Attack *Launcher grenade: +6 area Attack; standard weapon-fired grenade *Ion grenade: +6 area Attack as ion gun *Gas grenade: CA creates Gas-Filled Zone aspect (properties vary) *Concussion grenade: +6 area Attack; Consequences Concussed *Incendiary grenade: +6 area Flame Attack; CA creates Zone On Fire aspect *Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth *Thermal Detonator: +10 area Attack, -1 to throw
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