178 lines
8.9 KiB
Plaintext
178 lines
8.9 KiB
Plaintext
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Grenade Weapon Specialization
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Because everybody is considered to be specialized in throwing
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grenade-like weapons, a character of any class needs only to spend one
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weapon proficiency slot to specialize.
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Hurling various containers of liquid is a common tactic in dungeon
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adventures in partucular. Most grenade-like missiles are items of
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opportunity or necessity-flasks of oil, vials of holy water, or beakers
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of acid, for example. As such these items are not listed on equipment
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tables for range, ROF, and damage. The range each can be thrown varies
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with the Strength of the character and the weight of the object.
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A character with this specialization, usually purchases special
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spherical containers (sometimes with a small tube or spout protruding)
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of a breakable material like glass. These spherical grenades are more
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professional and aren't as clumsy as flasks, vials, and beakers (this
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is why the specialization is referred to as grenade rather than
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grenade-like missiles). Some characters have glass-blowing as a non-
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weapon proficiency because this weapon specialization tends to be
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expenses when throwing a lot of glass grenades happens.
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The standard grenade-like missile is less than five pounds. The
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longest range is 30 feet plus the thrower's Strength. Medium range is
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20 feet. Short range is 10 feet. Heavier items have reduced ranges, but
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aren't discussed here because they don't factor into this
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specialization.
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Once a container hits, it normally breaks immediately. However,
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this not always true. Some missiles, like soft leather flasks or hard
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pottery, are particularly resistant. If there is doubt about whether or
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not a thrown object will break, the DM can require an item saving throw
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(page 39 of DMG) to see if it shatters or rips, spewing its contents
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everywhere. Most characters with this specialization will arm himself
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with missiles that will break, but some circumstances may cause him to
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improvise with something more sturdy.
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Unlike standard missiles, which target a specific creature, a
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grenade-like missile is aimed at a point, whether this point is a
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creature or a spot on the ground. When the attack is announced, the
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player indicates where he wants the missile to land. This then becomes
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the target point and is used to determine the direction and distance of
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any scatter.
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Even throwing a grenade has a speed factor. For specialized
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characters the speed factor is a mere 2. Thus, character would add 2 to
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his initiative roll when attack with this specialization.
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Once the character chooses a target point, he makes a standard
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attack roll with a +1 bonus to THAC0. Adjustments are made due to range
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(see page 62 of DMG). Because of the specialization, short-range and
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medium attacks suffer no range modifiers. Long-range attacks suffer a
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-3 penalty.
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If the attack is successful, then direct hit damage occurs. If a
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missile is off-target, it is important to know where it landed - an
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errant grenade could present a hazard to other characters, start a
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fire, or eat a hole in the floor, for example. The process of finding
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where it lands is known as scatter. First roll 1d12 and consult the
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following Scatter Diagram:
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10-12
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8 9
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6 7
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4 Target! 5
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2 3
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1
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In other words:
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1 - directly behind the target
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2 - to the right and a bit behind the target
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3 - to the left and a bit behind the target
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4 - directly to the right of target
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5 - directly to the left of target
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6 - to the right and a bit in front of target
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7 - to the left and a bit in front of target
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8 - in front of and a bit to the right of the target
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9 - in front of and a bit to the left of the target
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10-12 - directly in front of the target
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Next determine how far off the mark the throw is. If the throw is
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at short range, use a 6-sided die. If the range is medium, use a
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10-sided die. If thrown to long-range, roll 2d10. The number rolled is
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the number of feet away from the intended target the missile lands. The
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specialization allows the result to be halved. Thus a result of 6 feet
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away from the target would actually be only 3 feet.
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The damage taken from a grenade depends on what type of missile
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was used and whether a direct hit was scored or the target was in the
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splash area. The area of effect is the amount of space covered by a
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direct hit. Any creature in the area of effect will take damage
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accordingly. All creatures within' the 3' of the area of effect are
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subject to splash damage.
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TABLE: Grenade-Like Missile Effects
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Type of Typical Damage from Splash
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Missile Amount Area of Effect Direct Hit Damage
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Acid 8 oz. 1' diameter 2d4 hp 1 hp
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Holy Water 4 oz. 1' diameter 1d6+1 hp 2 hp
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Oil (lit) 16 oz. 3' diameter 2d6/1d6 hp 1d6/2 hp
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Poison 4 oz. 1' diameter special special
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Acid
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Acid is rare and thus expense, but very effect and powerful when
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used as contents of a grenade. Acid damage is particularly grim. Aside
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from the possibility of scarring, acid damage cannot be healed by
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regeneration. It must be healed normally. Thus, it is very useful
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against regenerating creatures such as trolls.
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The acid damage listed is for typical acid. Characters may find
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more potent acid. On the other hand, a diluted and less damaging acid
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could also be found.
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Holy Water
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Holy water affects most forms of undead and creatures from the lower
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planes. It has no effect against a creature in gaseous form or undead
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without material form.
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Unholy waster (essentially holy water used by evil priests) affect
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paladins, creatures whose purpose is to defend good (lammasu, shedu,
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etc.), and creatures and beings from the upper planes.
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Holy (or unholy) water affects creatures as does acid, causing
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damage that cannot be regenerated but must be healed normally.
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Oil
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Oil causes damage only when it is lit. Thus, the character must
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light the grenade (which must have some type of "fuse", i.e. cloth
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sticking out, etc.). The lighting of the flask will result in a +4 to
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the initiative (this is in addition to the +2 speed factor and any
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range modifiers). This also assumes that the character has an available
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source of fire close at hand.
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Most characters will light a cloth that is wrapped around the
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grenade so that the oil will not light prematuraly, but allow the
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oil to burst into flame when the contasiner is broken. Of course, those
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that desire an open connection to the oil may do so. In this case,
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vindictive DMs may have a percent chance equal to the character's
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initiative multiplied by 5 that the fire will get into the oil causing
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the character to drop it which would cause damage to him, for example.
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Another option of a character is that a character could make two
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separate attacks: the first to throw the oil on thew target, the second
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to throw fire on the target to light the oil. This is a much safer way,
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but harder way. In any case, most proficient characters opt to wrap a
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cloth around the grenade and light it before throwing it because this
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is the safest way.
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A direct hit from flaming oil burns for two rounds, causing 2d6
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points of damage in the first round and 1d6 points in the second round.
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Poison
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Poisons that are only effective when injected or ingested are
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generally not effective as grenade contents. It is very hard to get the
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poison to splash into a targets mouth and a direct hit can't guarantee
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this. The exception is a huge creature that has a nice gaping mouth as
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a target. A direct hit into the mouth would suffice to cause the poison
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to be considered injected.
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Contact poison is the preferred type of poison because they have
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normal effects. The only problem with contact poison is that it is very
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expense (not to mention that poisons are illegal in most
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civilizations). In fact, to fill a whole grenade with contact poisons
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is very expense considering a small dose could be as little as a drop
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and cost a small fortune. So, characters may waver the splash effects
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of the grenade with the use of less poison and hope for a direct hit
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which would be enough to administer the poison.
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