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need military weapons help for Nexus D20
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<blockquote data-quote="garrowolf" data-source="post: 5596959" data-attributes="member: 31900"><p>okay this is what I have for Blast rules now: </p><p></p><p> [FONT=Verdana, sans-serif]<span style="font-size: 9px"><strong>Blast</strong> </span>[/FONT] </p><p> [FONT=Verdana, sans-serif]<span style="font-size: 9px"> A Blast attack is an area effect attack centered on a certain place. This could be a target or a point in space. Blasts have a Kill Radius and a Wound Radius. Objects and characters within the Kill radius take primary damage. Objects and characters within the Wound Radius take the Serious Damage for their scale up to a maximum of 20 damage (ie kill damage anyway). The DC to avoid damage is 20 and each 5 points you make the save by reduces the damage by 5 points. If the weapon is an anti-vehicle weapon then your save will also apply versus stun, deafness, and knock back. If you save by 10 (ie DC 30) then you take no secondary effects. If you have cover then you take no damage an you only have to save versus deafness. </span>[/FONT] </p><p> [FONT=Verdana, sans-serif]<span style="font-size: 9px"> Some explosives have Target listed as the Primary range. This means that only the target takes primary damage and everything else only takes secondary damage. </span>[/FONT] </p><p> [FONT=Verdana, sans-serif]<span style="font-size: 9px"> If the explosive is of personal scale then secondary effects depend on the type. They will be listed with condition and save DC. If the explosive is at vehicle scale then characters also have to deal with stun and deafness. Characters within the Wound radius also take stun, deafness, and knockback. At double the wound radius characters must make a fortitude save versus DC 25 or be stunned and deafened. At triple the wound radius characters must save versus DC 20 or be deafened. </span>[/FONT] </p><p> [FONT=Verdana, sans-serif]<span style="font-size: 9px"> Debris and dust may spread out and obscure vision. If the character is in a confined space with an explosion then no save is possible. If there is a large enough object between the character and the explosion then no save versus stun is required only one versus deafness. Only make one roll to save versus both effects at the same time. This may be ignored if the character is wearing a sealed helmet or a strong enough vehicle. </span>[/FONT] </p><p> [FONT=Verdana, sans-serif]<span style="font-size: 9px"> Damage rolls increase the primary damage to the object that was being attacked but other characters are not effected by this. The wound radius damage is the same for everyone. </span>[/FONT]</p></blockquote><p></p>
[QUOTE="garrowolf, post: 5596959, member: 31900"] okay this is what I have for Blast rules now: [FONT=Verdana, sans-serif][SIZE=1][B]Blast[/B] [/SIZE][/FONT] [FONT=Verdana, sans-serif][SIZE=1] A Blast attack is an area effect attack centered on a certain place. This could be a target or a point in space. Blasts have a Kill Radius and a Wound Radius. Objects and characters within the Kill radius take primary damage. Objects and characters within the Wound Radius take the Serious Damage for their scale up to a maximum of 20 damage (ie kill damage anyway). The DC to avoid damage is 20 and each 5 points you make the save by reduces the damage by 5 points. If the weapon is an anti-vehicle weapon then your save will also apply versus stun, deafness, and knock back. If you save by 10 (ie DC 30) then you take no secondary effects. If you have cover then you take no damage an you only have to save versus deafness. [/SIZE][/FONT] [FONT=Verdana, sans-serif][SIZE=1] Some explosives have Target listed as the Primary range. This means that only the target takes primary damage and everything else only takes secondary damage. [/SIZE][/FONT] [FONT=Verdana, sans-serif][SIZE=1] If the explosive is of personal scale then secondary effects depend on the type. They will be listed with condition and save DC. If the explosive is at vehicle scale then characters also have to deal with stun and deafness. Characters within the Wound radius also take stun, deafness, and knockback. At double the wound radius characters must make a fortitude save versus DC 25 or be stunned and deafened. At triple the wound radius characters must save versus DC 20 or be deafened. [/SIZE][/FONT] [FONT=Verdana, sans-serif][SIZE=1] Debris and dust may spread out and obscure vision. If the character is in a confined space with an explosion then no save is possible. If there is a large enough object between the character and the explosion then no save versus stun is required only one versus deafness. Only make one roll to save versus both effects at the same time. This may be ignored if the character is wearing a sealed helmet or a strong enough vehicle. [/SIZE][/FONT] [FONT=Verdana, sans-serif][SIZE=1] Damage rolls increase the primary damage to the object that was being attacked but other characters are not effected by this. The wound radius damage is the same for everyone. [/SIZE][/FONT] [/QUOTE]
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