One thing that was very obvious in its absence during the combat play test was the ability to lob explosives around at enemy combatants. To be fair, this was mainly because one of the characters was created as a demolitions expert and didn’t bring much else to the table, combat wise. I still need some stats for said explosives, but since I bow have a much better idea of how they work, I think I should be have them don pretty soon. In case you’ve been following the progress so far, and wondering why it’s crawling along at a snail’s pace, it’s because the few weeks have been crazy over here at Shortymonster Industries, and a lot of stuff has had to be put on the back burner. Hopefully things will start going back to normal soon, which will be a relief to very understanding chaps over at 6D6 Fireball who have to put up with doing bugger all for a month now.

For now though, here’s a copy of what I have on explosives. With a link to the full document here.

Explosives. Although explosive items have many uses outside of combat, the fact that they are every effective in dealing with the hardened cases of Automata means they saw an awful lot of use during the war, and are still used today. The most common use in combat is the grenade, and in terms of damage they work just like other weapons.

Although they are an area effect weapon, you still need to work which location on a combatant has taken the brunt of the damage; an arm thrown up to protect the face, or a leg exposed as they turn away from the flash. Any character within the area of effect takes this damage, so be careful where you throw your grenades.

Differing explosives and grenade types also have extra effects, but unless otherwise stated, consider explosives used in combat to be frag grenades, or something modified to act in same way. Incendiary grenades will also do fire damage, whilst flash-bangs will Stun for at least a round. Because they have an area of effect, they are still capable of inflicting harm if the skill check fails.

To determine where the explosive lands, use the highest die result and compare it to the following chart. A result of one is not listed and would mean that the throw was so far out as to be totally ineffective. A result of ten allows you choose your own location.









The lowest scoring die is used to determine how far from the target the throw was. Simply halve the result – rounding up – and this is the number of squares in the indicated direction that the projectile has gone off target. This can mean that a throw has exceeded the range of the thrower, so it might not be all bad luck. Wherever the projectile lands is the centre of its area effect, and damage is then worked out from the same dice roll used for the original skill check.

If the GM is running combat without using a squared battle mat, just remember that each inch square is roughly equivalent to five meters, and you should be able to work out everything else from there.

Outside of combat, grenades will probably be used less, with the characters preferring dynamite or shaped charges to bring down buildings, set booby traps, or just strap to an Automaton that’s not being cooperative. In these cases, a Demolitions skill check would be required to correctly shape and place the explosive charge. Damage is then worked out by adding both dice rolled for the skill check together, and then applied based on how successful the skill check was. A critical fail would mean detonation with the character at the centre of the area of effect taking damage to a vital area – such as the head – for double damage. A regular fail could mean either a mistimed fuse or bad shaping resulting in reduced damage, and as long as it doesn’t harm the character making the roll, the GM should use their best judgement.