Daniel Sell

Explosives

Grenadoes are metal spheres that fit comfortably in the palm of your hand. Sold in closed padded crates of 6 for 360p (singles cost 80p each). They need to be loaded with fuze and lit before use.

Petards are effectively cast iron buckets full of blackpowder which you attach to a structure you want to make a hole in. Costs 600p, taking up 3 inventory slots (huge, heavy). They need to be loaded with fuze and lit before use.

Fuze is a quick burning wick. You cut it to whatever length you want, sold in 15m coils in oiled bags, burns at 1m/30seconds, costs 30p. It takes a turn to arm an explosive with fuze. Clearly mark how long the fuze is on any pre-primed explosives in your possession, just in case of open flames. In all cases, unless the player wants to Test their Luck for the explosive to go off perfectly, otherwise the GM rolls on the Misfire? chance below

If you want a constant source of fire, can buy SLOW MATCH which burns 1m/30min(or 3 dungeon turns), also 30p for 15m.

Damage 1 2 3 4 5 6 7 Misfire?
Grenadoe 2 3 4 7 9 11 13 1 in 6
Petard#* 4 10 18 26 34 42 50 1 in 3
Light Cannon 26 38 50 62 74 86 98 1 in 6
Heavy Cannon 62 86 110 134 158 182 206 1 in 6

Grenadoes - blasts shrapnel out to 10 metres. -2 damage if someone is between you and the blast.

Petards - Blasts a 20 metre cone of fire and shards of whatever it was bolted to in front of itself (if it is not bolted down it will fly around like a fifty kilo pin ball) and creates high powered debris within 5 metres elsewise. The blast itself deals -3 damage if used like a canon, it's just a big firework. Standing a distance behind it is theoretically "safe", at least 2/3 of the time.

Cannons - Cannot be carried, obviously, and require a team of 6 (light) or 14 (heavy) to fire them. They take a number of player turns equal to the required crew to reload.

Misfire tables:

Roll a d6 when using unless the player tests their luck.

Grenadoe misfire d6: 1- Goes off mid flight or in your hand. Apply damage. 2-5 - Goes off one turn later than expected 6 - A dud!

Petard misfire d6: 1 - Immediately explodes when lit. Anyone within range takes full damage. The person lighting it will always miraculously takes damage no matter how careful they think they were. 2-3 - Goes off 2-3 turns late. 4 - Goes off at the right time but the iron pot explodes. The thing it was bolted to takes -2 damage as does everyone else within 20 metres. 5 - A dud? No, just needed a nudge. Goes off if anyone touches it. 6 - A dud! No, really.

Light cannon misfire d6:

1 - Jammed. Luck or else it requires proper servicing. 2-4 Hangfire. Goes off next turn. 5 - Dud. Clearing will take a while. 6 - Backfire or barrel explosion. Damage as Petard within 6 metres. Ruined cannon.

Heavy cannon misfire d6:

1 - Jammed. Luck or else it requires proper servicing. 2-4 Hangfire. Goes off next turn. 5 - Dud. Clearing will take a while. 6 - Backfire or barrel explosion. Damage as Light cannon within 6 metres. Ruined cannon.

#rules