Apr 19, 2025 4:58 pm
Explosives ruling
Explosives pose a significant risk of collateral damage. When used, we will roll 2d6 to see if they will affect the lab/station or not.
Activating the explosives takes your action. Roll 2d6 instead of the D20. Only one explosive is allowed per round.
Explosives pose a significant risk of collateral damage. When used, we will roll 2d6 to see if they will affect the lab/station or not.
2d6 | Will they? |
2 | No, and will instantly kill at least one Ryan |
3-4 | No |
5-6 | No, but that was your group's last explosive for this combat |
7 | Irrelevant. Something unrelated happens |
8 - 9 | Yes, but the station will repair itself in 1d6 rounds |
10 - 11 | Yes, these squares will be impassable but collateral damage will be relatively contained to this area |
12 | Yes, with a large decompression and related issues |
Activating the explosives takes your action. Roll 2d6 instead of the D20. Only one explosive is allowed per round.