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How to handle mines and set explosive attacks.


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#1 njharman

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Posted 23 July 2014 - 02:50 PM

difficulty one purple [edit miswrote green] for engaged?

 

I don't know what the "attack" dice would be.  No skill seems to apply. Maybe vigilance (for setting up good spot, waiting for best time to remote trigger)?


Edited by njharman, 23 July 2014 - 03:13 PM.


#2 awayputurwpn

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Posted 23 July 2014 - 03:02 PM

Well...first, difficulty dice are purple. And mines are used with the Gunnery skill.

 

Ignoring the RAW for Gunnery weapons, I'd set the difficulty at Easy once someone activated the mine by pressure or proximity. 

 

If you're thinking of manually detonated ordnance, I dunno. Probably still Gunnery, and the difficulty is determined by the physical range from the attacking character to the target (and the mine with which the target must be engaged).


Edited by awayputurwpn, 23 July 2014 - 03:04 PM.


#3 Ghostofman

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Posted 23 July 2014 - 03:09 PM

Yeah, the skill is now Mechanics...but it doesn't really explain how that works...

 

Maybe.... you just say where you put them and when target moves into the area you make a Mechanics "attack" with a miss meaning they failed to trigger a mine?


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#4 HappyDaze

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Posted 23 July 2014 - 05:00 PM

Yeah, the skill is now Mechanics...but it doesn't really explain how that works...

 

Maybe.... you just say where you put them and when target moves into the area you make a Mechanics "attack" with a miss meaning they failed to trigger a mine?

It really doesn't handle the idea that Despair when rigging the charges can result in a detonation well before there are even enemies in range.


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#5 Vonpenguin

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Posted 23 July 2014 - 05:07 PM

Well roll when setting them up, then deal that amount of damage to the target.



#6 Satchmo72

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Posted 23 July 2014 - 05:35 PM

My understanding of the rules is that you make a mechanic check when constructing the bomb to determine the damage it will do.  Then you hide the bomb in the path of your adversary.  When the enemy approaches the bomb they will make an opposed perception roll against either survival or stealth.

 

I am 90% certain the opposed check is how the stun trap is placed and I see no reason to deal with explosives any differently.



#7 Col. Orange

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Posted 24 July 2014 - 02:41 AM

I'd go with Skulduggery.  If it's hidden really well the enemy is that much closer when it goes off.


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#8 Ghostofman

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Posted 24 July 2014 - 08:10 AM

 

Yeah, the skill is now Mechanics...but it doesn't really explain how that works...

 

Maybe.... you just say where you put them and when target moves into the area you make a Mechanics "attack" with a miss meaning they failed to trigger a mine?

It really doesn't handle the idea that Despair when rigging the charges can result in a detonation well before there are even enemies in range.

 

Mines aren't demo charges though, if anything they are more like grenades, so you don't really "need" that effect. A despair might mean any number of other things. Maybe you planted the mine too close to another, and the explosion of the first mine disables a second removing it from your "attack" options.


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#9 Krieger22

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Posted 24 July 2014 - 08:21 AM

I tend to run thing in a way that means that the skill used depends on the circumstances.

 

If the players are just putting the mine down for someone to drive/walk over, use Mechanics.

 

If they're trying to hide it, use Stealth or possibly Survival, depending on the setting. You can of course use Stealth/Survival to hide it and Mechanics for damage, but that means two checks instead of one.

 

If the players want some "special effect" type of thing when the mine detonates, use Skulduggery.


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#10 KJDavid

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Posted 24 July 2014 - 08:38 AM

I tend to run thing in a way that means that the skill used depends on the circumstances.

 

If the players are just putting the mine down for someone to drive/walk over, use Mechanics.

 

If they're trying to hide it, use Stealth or possibly Survival, depending on the setting. You can of course use Stealth/Survival to hide it and Mechanics for damage, but that means two checks instead of one.

 

If the players want some "special effect" type of thing when the mine detonates, use Skulduggery.

 

Krieger22 has the right idea. You can also make the difficulty dependent on the stats of who is coming along relevant to the skill used. If you do that, you don't have to make Perception or Vigilance checks for the NPCs. Roll their stats into the difficulty, and BOOM you're done.

 

Maybe literally.


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