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Weapons
The history of weapons is practically as old as history itself.
Civilization has always been marked by conflict, and the arts
of warfare practiced among all peoples. Ancient times witnessed
the dominance of primitive weapons and large armies; medieval
times introduced missile weapons, armor, and refined battle
tactics; and world powers waged a Great War using firearms,
heavy weapons, and aerial bombardment.
The purpose of this section is to explore weapons types and
technologies; yet such a discussion cannot begin without acknowledging
the spread of dangerous weaponry and illegal arms among Air
Pirates, criminals, and radical elements. The dangers yet
present in this "civilized" age stress the need,
indeed the right, to lawfully protect one's self, property,
and loved ones.
Melee Weapons
Melee weapons are used in hand-to-hand combat. Many cultures
still hold high esteem for hand weapons and the skills required
to master them. When firearms were introduced, melee weapons
rapidly went into decline everywhere except among collectors,
enthusiasts, and the few remaining societies who continue
using them. Some weapon specialists and martial artists from
remote cultures wield these weapons very effectively, but
their success reflects their great skill, not necessarily
the weapon's value.
Primitive Weapons
Early cultures and tribes depended for their very survival
on skilled hunters and warriors, who used all sorts of simple
weapons to hunt animals for food and pelts and defend against
predatory creatures. As history progressed, these tools gained
a role in intertribal battles and ancient wars for centuries,
until supplanted by swords and later guns. Primitive weapons
such as clubs, staves, maces, and spears are still used by
natives and isolated tribes situated in the unexplored reaches
of the earth.
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STAFF
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Model: Primitive staff or club
Type: Melee weapon
Scale: Character
Skill: Melee combat: staff
Cost: $1
Availability: 1
Difficulty: Very Easy
Damage: STR+1 (maximum: 5D)
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SPEAR
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Model: Primitive spear
Type: Melee weapon
Scale: Character
Skill: Thrown weapons: spear
Cost: $5
Availability: 1
Range: 6-12/25/40
Damage: STR+1D+1 (maximum: 5D)
Notes: May be used as a staff in melee combat.
(Difficulty: Easy)
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Knives
In spite of the prevalence of firearms in close-quarters
combat, knives and daggers see widespead use as personal weapons.
Small, easily concealable, and not regulated in most areas,
a knife can be carried and used just about anywhere. The average
knife's main drawback is its short range, naturally, which
is arm's length. Specially-balanced throwing daggers and pocket
knives can, with training, be thrown accurately to a distance
of 30 feet or greater.
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KNIFE
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Model: Standard knife
Type: Melee weapon
Scale: Character
Skill: Melee combat: knife
Cost: $5
Availability: 1
Difficulty: Very Easy
Damage: STR+1D (maximum: 5D)
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POCKET KNIFE
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Model: Pocket knife
Type: Melee weapon
Scale: Character
Skill: Thrown weapons: knife
Cost: $5
Availability: 1
Range: 6-9/20/35
Damage: STR+1D (maximum: 5D)
Notes: May be used as a normal knife in melee
combat.
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Axes
Air Pirates and barbaric warriors seem to share an affinity
for sharp, oversized fighting implements. Battle-axes, hatchets,
and poleaxes come in a variety of shapes and sizes. Some of
these nasty devices feature sawtooth blades; others sport
twin cutting edges (also known as "twibills"). Campers
and outdoorsmen may carry small hand axes and hatchets as
tools.
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BATTLE-AXE
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Model: Battle axe
Type: Melee weapon
Scale: Character
Skill: Melee combat: axe
Cost: $10
Availability: 2, R
Difficulty: Moderate
Damage: STR+2D (maximum: 7D)
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HATCHET
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Model: Hatchet
Type: Melee weapon
Scale: Character
Skill: Thrown weapons: axe
Cost: $10
Availability: 2, F
Range: 2-3/5/10
Damage: STR+1D+1 (maximum: 5D)
Notes: May be used as a normal axe in melee combat.
(Difficulty: Easy)
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Whips
As melee weapons go, a whip is not a conventional choice.
These long, tapering strips of rawhide are usually found coiled
against the hip of explorers and trappers, who use them as
tools to scale treacherous obstacles and drive back wild beasts.
Only talent and practice can transform a whip into an effective
defense. An expert whipmaster may flick a coin out of someone's
fingertips or snatch a weapon from an opponent's grasp.
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WHIP
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Model: Whip
Type: Melee weapon
Scale: Character
Skill: Melee combat: whip
Cost: $10
Availability: 2, F
Difficulty: Moderate
Damage: STR+1D (maximum: 5D)
Notes: A called shot that succeeds by 10 or more
on a small item out in the open or held by another character
allows the attacker to snatch the item away with the
whip. The whip can also aid climbing, adding +2D to
climbing/jumping when successfully used to grab
a branch or outcropping.
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Bayonets
Bayonets are small blades adapted to fit onto the muzzle
end of rifles. They serve as weapons in close combat, and
as such, are used mainly by soldiers running low on ammunition
or anticipating a charge by the enemy. Modern firepower has
long rendered obsolete the tactic of the bayonet rush; a commander
will order his company to "Fix bayonets!" usually
as a last-ditch show of bravery in the face of dire odds.
Guards find that bayonets can help them prod some action out
of unresponsive types.
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BAYONET
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Model: Bayonet
Type: Melee weapon
Scale: Character
Skill: Melee combat: bayonet
Cost: $15
Availability: 2, F
Difficulty: Moderate
Damage: STR+1D
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Swords

The sword is by far the most respected and versatile instrument
of hand-to-hand combat. Centuries have not diminished the
rich historic and symbolic traditions of swordplay, though
late history involving Air Pirates has tarnished this weapon's
reputation. Today, sword possession is restricted and public
display of a sword (apart from ceremonial purposes) is an
invitation for arrest in contemporary society. Many varieties
of this weapon exist, from the dueling rapier and elegant
saber to the heavy-bladed cutlass carried by buccaneer captains
such as the infamous Don Karnage.
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SWORD
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Model: Pirate cutlass
Type: Melee weapon
Scale: Character
Skill: Melee combat: sword
Cost: $20
Availability: 2, F
Difficulty: Moderate
Damage: STR+1D+1 (maximum: 6D)
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Ranged Weapons
Weapons that are used over a distance classify as ranged
weapons. Until the last few centuries, ranged weapons were
simple projectiles such as stones, spears, and arrows. The
introduction of gunpowder revolutionized the way battles were
fought, while the Great War spurred the development of repeating
guns and automatic weapons technology which has surged
ahead with frightening speed in the post-War era.
Law-abiding citizens may purchase a sidearm legally after
obtaining the necessary training and registration, but back-alley
sales of illegal guns are all too easy for those who have
the proper connections. Regardless of creditable efforts by
the gun industry to regulate distribution of its products,
firearms have spread like a plague amid the unsavory elements
of society. Authorities estimate that criminals rank second
only to the police and military in gun possession; hunters,
security guards, and licensed civilians constitute the leftover
small percentage of owners.
The majority of ranged weapons are firearms, though this
section also covers a few early types of ranged weapons for
good measure. A distinction must be made, however, between
ranged weapons for characters and ranged weapons for vehicles
and aircraft. Because of fundamental differences in scale
and design, aircraft weapons are listed separately from personal
weapons.
Slingshots
Now considered a child's toy, the sling or slingshot has
a dateless origin among early fighters and hunters. Its construction
is simple a Y-shaped stick with an elastic strap attached
to the prongs and its purpose equally simple: to shoot
small stones. Some tribal groups use sling weapons to attack
small game, but they can do little more than anger predators
with a pelting of pebbles. Against planes and vehicles a slingshot
is totally worthless, unless it delivers an explosive projectile.
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SLINGSHOT
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Model: Slingshot
Type: Primitive ranged weapon
Skill: Thrown weapons: sling
Cost: $1
Availability: 1
Range: 3-30/60/100 ft
Damage: 2D
Notes: Damage listed for small rocks or metal
projectiles shot from the sling.
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Bows
The bow, a device to launch arrows, has been around for untold
ages and inspired many a myth and legend about famous archers.
Modern-day archery occupies the arena of outdoor sport, although
some tribal bowmen take up the weapon for its original purposes:
hunting and fighting. Alterations in the shape and size of
the bow have produced variants with names befitting their
design longbow, shortbow, crossbow.
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BOW
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Model: Crossbow or longbow
Type: Primitive ranged weapon
Skill: Bows: crossbow or bows: longbow
Cost: $10
Availability: 1, F
Range: 3-50/100/300 ft
Damage: 2D+2
Notes: Damage listed for a normal arrow.
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Pistols
New strides in gun manufacturing have brought handguns to
a practical, affordable level (territorial laws and registration
fees notwithstanding). Business owners, private collectors,
security personnel, and law enforcement officers these
make up the body of legitimate firearms users. Pistols and
revolvers of assorted makes and models appear regularly on
the black market, and show up thereafter in the hands of criminals,
gangsters, and Air Pirates.
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PISTOL
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Model: Typical revolver
Type: Pistol
Skill: Firearms: pistol
Ammo: 6
Cost: $40
Availability: 2, R
Range: 9-30/90/180 ft
Damage: 3D+1
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Muskets
In the current day and age, the use of antiquated firearms
in certain quarters is surprising indeed. Blunderbusses, matchlock
rifles, and muskets represent archaic technology carried across
the past two to three hundred years, crude and deadly in its
simplicity. These weapons are clumsy, difficult to operate,
and effective only at short range. Most hold only one shot.
However, their low cost and relative abundance in the storehouses
of gun peddlers makes them the top pick for Air Pirates and
fringe paramilitary groups.
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MUSKET
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Model: Musket
Type: Archaic firearm
Skill: Firearms: musket
Ammo: 1
Cost: $70
Availability: 2, R
Range: 9-75/150/300 ft
Damage: 3D+2
Notes: A musket can hold only one shot and takes
one round to reload between shots.
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Rifles
Rifled-bore firearms have a power and range superior to that
of a standard pistol. Restrictions on these weapons are also
much tighter. Almost all legal rifles are sold to the military;
big game hunters and sporting enhusiasts may select the less
powerful hunting model for a lower price and considerably
looser permit. Rifles can be loaded with a magazine holding
up to six shells and all models may be equipped with a long-range
scope for improved accuracy.
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STANDARD RIFLE
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Model: Standard rifle
Type: Rifle
Skill: Firearms: rifle
Ammo: 6
Cost: $140
Availability: 2, R
Range: 10-100/300/650 ft
Damage: 4D
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HUNTING RIFLE
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Model: Hunting rifle
Type: Rifle
Skill: Firearms: rifle
Ammo: 6
Cost: $75
Availability: 1, F
Range: 9-75/200/600 ft
Damage: 3D+1
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Military Firearms
The soldiers of the Usland military use weapons of a much
higher grade than the best produced by private manufacturers.
Usland National Arms, official supplier of the Usland armed
forces, builds and distributes guns of exceptional quality
to troops and officers. This level of firepower is limited
strictly to military personnel and members of the Cape Suzette
National Guard. Unauthorized sale, possession, or use of
military-grade firearms is a severe offense punishable by
imprisonment. So well enforced are these particular gun
laws that a military pistol or rifle in the underground market
is a rare find.
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MILITARY PISTOL
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Model: Standard-issue Usland
military pistol
Type: Pistol
Skill: Firearms: pistol
Ammo: 8
Cost: $150
Availability: 2, X
Range: 9-60/120/300 ft
Damage: 3D+2
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MILITARY RIFLE
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Model: Standard-issue Usland
military rifle
Type: Rifle
Skill: Firearms: rifle
Ammo: 10
Cost: $200
Availability: 2, X
Range: 10-100/250/650 ft
Damage: 4D+1
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Machine Guns
Ostensibly designated as military weapons, machine guns are
better known to the public as the tools of organized crime.
Racketeers and mobsters wage war on the police and each other
with the assistance of powerful automatic weapons. Many models,
including the "tommy guns" famous throughout the
crime world, pack enough force to penetrate a car door or
an airplane fuselage. Military machine guns feed from ammunition
belts for sustained firing. Almost all personal machine guns
are prone to jamming when overheated.
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MACHINE GUN
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Model: Machine gun
Type: Machine gun
Skill: Firearms: machine gun
Ammo: 100
Cost: $250
Fire Rate: 2
Availability: 2, X
Range: 10-60/200/500 ft
Damage: 4D+2
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Grappling Guns
Grappling hook guns are somewhat of an oddity in the field
of firearms. They are actually light cannons designed to shoot
a grapnel and accompanying cable at a distant target. Intended
to aid climbing, a grappling rifle holds up to 100 yards of
cable on an internal or external spool. The gun carries a
single propulsive charge that is fully expended after one
shot; reloading takes anywhere from 5 to 10 minutes. Commonly
used by Air Pirates to capture aircraft, grappling hook guns
do not cause major damage unless, of course, the gun
goes off at point-blank range.
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GRAPPLING HOOK RIFLE
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Model: Grappling hook rifle
Type: Grappling gun
Scale: Character
Skill: Firearms: grappling gun
Cost: $300
Availability: 2, R
Range: 5-50/100/300 ft
Damage: 6D (target captured when hit)
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Vehicle/Aircraft Weapons
Ranged weapons mounted on vehicles and aircraft classify
as vehicle and aircraft weapons, respectively; they work on
the same principles as personal firearms, but being larger
and more potent, vehicle weapons are listed apart from small
arms.
Unlike pistols and rifles, which can be used in sport and
hunting, vehicle-mounted weapons have virtually no application
other than combat. Therefore, most vehicle weapons are highly
restricted or illegal items, intended for military usage only.
This fact alone, however, has not prevented these high-grade
guns from finding their way onto the gun mounts of Air Pirate
planes.

In the face of rampant air piracy, the only safeguard most
aircraft owners can take is to arm their planes. Turning cargo
fleets into small air forces proves no trouble for major corporations
like Khan Industries, but outfitting a civilian plane with
even one gun involves a great deal of trouble and expense.
Nowadays, fear of piracy is just cause to allow a registered
weapon aboard an aircraft even so, nearly all privately-owned
planes and cargo transports fly unarmed, relying upon speed
and fighter patrols to keep them safe. The fact is, authorities
do not want heavy weapons aboard civilian planes because it
is incredibly difficult to keep track of them; there's always
the risk that these weapons could be used for the very things
they are supposed to prevent.
Machine Guns
Machine guns are the most common weapons found aboard vehicles
and aircraft. Light machine guns are mounted on many coast
guard boats and army vehicles, atop swiveling mounts that
allow them a wide range of fire. Aboard aircraft, most machine
guns are set forward so the pilot can aim them. Some planes
have machine guns aimed to the rear or the sides, operated
by separate gunners. Any legally-armed civilian plane will
carry only one light gun to deter pirates; multiple guns are
restricted, and heavy machine guns are forbidden.
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LIGHT MACHINE GUN
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Model: Light machine gun
Type: Vehicle weapon
Scale: Vehicle/aircraft
Skill: Vehicle weapons or aircraft gunnery
Cost: $1,000
Availability: 2, R
Fire Control: 1D
Range: 30-300/500/700 ft.
Damage: 3D+1
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HEAVY MACHINE GUN
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Model: Heavy machine gun
Type: Vehicle weapon
Scale: Vehicle/aircraft
Skill: Vehicle weapons or aircraft gunnery
Cost: $2,500
Availability: 2, R
Fire Control: 1D+1
Range: 30-300/500/700 ft.
Damage: 4D
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Cannons
Cannons are similar to machine guns, but they fire heavy
shells and cause more damage. Guns designated as cannons are
off-limits to cargo aircraft only combat planes pack
this much armament. Fighter planes belonging to defense squadrons
or Khan Industries' air force deliver superior firepower using
cannons and machine guns together.
The air forces of Usland and Thembria use this grade of weaponry,
as do the more dangerous bands of Air Pirates.
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LIGHT CANNON
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Model: Light cannon
Type: Vehicle weapon
Scale: Vehicle/aircraft
Skill: Vehicle weapons or aircraft gunnery
Cost: $3,000
Availability: 2, X
Fire Control: 1D+2
Range: 30-300/500/700 ft.
Damage: 4D+1
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HEAVY CANNON
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Model: Heavy cannon
Type: Vehicle weapon
Scale: Vehicle/aircraft
Skill: Vehicle weapons or aircraft gunnery
Cost: $4,000
Availability: 2, X
Fire Control: 2D
Range: 30-300/500/700 ft.
Damage: 5D
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Gun Turrets
Gun turrets are cannons or machine guns housed in a rotating
mount, placed aboard a land or sea vehicle or embedded in
the fuselage of an aircraft. Turrets may take on a wide number
of configurations; the most common aircraft turret is a domelike
enclosure containing gunnery controls and the weapon itself.
Installing a turret in a plane not meant to house one necessitates
some alteration of the plane's structure, along with reinforcement
of the hull surrounding the gun emplacement. Most aircraft
equipped with gun turrets carry them above (dorsally) and
sometimes below (ventrally), though a turret can be stuck
just about anywhere on a plane: front, back, or sides.
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GUN TURRET
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Model: Machine gun turret
Type: Vehicle weapon
Scale: Vehicle/aircraft
Skill: Vehicle weapons or aircraft gunnery
Cost: $8,000
Availability: 2, R
Fire Arc: Turret
Fire Control: 3D
Range: 30-300/500/700 ft.
Damage: 4D
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Harpoon Guns
Harpoon guns are the vehicle-scale counterpart to the grappling
hook guns mentioned earlier. A harpoon gun is a compact cannon
which launches a spearlike weapon with a rope or net attached.
Some models, such as the Smith & Wesson Oil double-barreled
harpoon (see illustration), carry multiple harpoons which
may be fired separately or simultaneously. Harpoon guns are
the tools of the whaling industry, a trade condemned by animal
protection groups such as A.C.H.O.O. (the Agency Concerned
with the Happiness of Oceanic Oddities). These agencies have
seen to it that harpoon guns are universally outlawed, which
does not impress the poachers who scour protected waters,
capturing porpoises and young whales to sell to zoos and aquatic
shows.
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HARPOON GUN
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Model: Smith & Wesson Oil
Double-barreled Harpoon
Type: Harpoon gun
Scale: Vehicle/aircraft
Skill: Vehicle weapons: harpoon or aircraft gunnery:
harpoon
Cost: $3,500
Availability: 2, X
Fire Control: 2D+2
Range: 10-150/200/500 ft.
Damage: 5D (target captured when hit)
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Bombs
Bombs, simply defined, are explosives dropped from an airplane.
Bombing runs were a hallmark of air strikes during the Great
War, but among today's air forces, bombing is not a prime
strategic option. The imprecision of free-fall ordnance proves
troublesome against ground targets in the middle of city centers
or civilian areas; even a direct hit would cause tremendous
collateral damage. Against isolated targets or naval ships,
tactics such as dive-bombing can come into play, improving
the accuracy of a bomb strike. Unless it is part of their
mission, fighter planes do not carry bomb payloads because
the weight affects their performance.
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STANDARD BOMB
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Model: Standard bomb
Type: Bomb
Scale: Aircraft
Skill: Aircraft gunnery: bomb
Cost: $1,000
Availability: 2, X
Fire Control: 1D
Damage: 8D
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Rockets
Rocket-propelled munitions made their debut during the Great
War, but since the armistice, few meaningful advances have
occurred in military rocketry. Rockets, at best, are terribly
inaccurate weapons. Unguided, their aim is totally subject
to air currents, gravity, and propulsive misfires. It is next
to impossible to hit any fast-moving aircraft with a rocket,
although against slower and larger planes a lucky shot might
yield spectacular results. Scientists believe they are nearing
a breakthrough in rocket guidance, based on a system that
seeks heat.
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STANDARD ROCKET
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Model: Standard rocket
Type: Rocket
Scale: Aircraft
Skill: Aircraft gunnery: rocket
Cost: $500
Availability: 2, X
Damage: 6D
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Explosives
There are two primary categories of explosives. Propellant
explosives, such as gunpowder, are ignitable substances
used in measured quantities as a controllable source of thrust
in firearms, cannons, and rockets. Detonating explosives
release energy in a highly chaotic, destructive manner; they
are subdivided into initiating explosives and high explosives.
Initiating explosives come in the form of fuses and detonator
caps, which trigger the detonation of high explosives such
as dynamite and TNT.
From a practical standpoint, explosives play vital roles
in civilian and military projects. Construction crews and
demolition companies utilize blasting compounds for tunneling,
terrain clearing, wrecking, and mining. Pyrotechnicians work
with various arrangements of explosives and combustibles in
the preparation of fireworks. Chemists and engineers find
ingenious uses for controlled explosions in the laboratory.
Above all, the vast distribution of gunpowder and explosive
weapons among the armed forces is of inestimable value, while
the obtaining of said materials illegally can lead to unimaginable
consequences.
Dynamite
The conventional explosive used in mining and demolition
is dynamite, which comes packaged in a wrapped stick (usually
red in color) containing a combustible medium. Dynamite can
be rigged with simple match-lit fuses, or wired via detonating
cord to a hand detonator or timer. Where a single stick of
dynamite won't do the job, multiple sticks may be bundled
together. Typically treated as an industrial tool, dynamite
may serve as a weapon in a pinch.
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DYNAMITE
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Model: Dynamite
Type: Explosive
Scale: Vehicle/Aircraft
Skill: Demolitions
Cost: $20
Availability: 2, R
Blast Radius: 0-6/12/18/30
Damage: 1D
Notes: A single stick of dynamite does 1D vehicle-scale
damage. For every additional stick of dynamite added,
increase the damage by +1D. Dynamite sticks can also
be tossed using the grenade skill.
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Grenades
Small canisters containing explosive charges, hand grenades
are either thrown or launched by a specially-made launcher.
Grenades are timed explosives: the removal of a small pin
sets off an internal fuse which detonates the main charge
after five seconds. Some grenades are designed to explode
on impact, though just about all types will detonate if carelessly
handled. Improvised "cocktail" grenades and homemade
bombs will produce effects similar to a standard hand grenade.
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GRENADE
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Model: Standard hand grenade
Type: Explosive
Scale: Character
Skill: Grenade
Cost: $40
Availability: 1, R
Range: 9-21/60/120 ft
Blast Radius: 0-6/12/18/30
Damage: 5D/4D/3D/2D
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Mines
Mine warfare is a relatively new development in ground combat
strategy, but one important enough to deserve special mention.
The standard land mine is a concealed explosive used to destroy
enemy vehicles and equipment. Buried a few feet below the
ground surface, a land mine detonates by contact, trip wire,
or a time fuse depending on the mission requirements and model
used. Oceanic mines operate on contact only, triggered upon
collision with a passing vessel.
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LAND MINE
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Model: Standard anti-vehicle
mine
Type: Explosive
Scale: Vehicle/Aircraft
Skill: Demolitions
Cost: $300
Availability: 2, X
Blast Radius: 0-6/12/18/30
Damage: 5D/4D/3D/2D
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NAUTICAL MINE
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Model: Standard oceanic mine
Type: Explosive
Scale: Ship/Airship
Skill: Demolitions
Cost: $350
Availability: 2, X
Blast Radius: 0-10/20/30/50
Damage: 5D/4D/3D/2D
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Urgonium
Extracted from an underground vein found in a remote mining
community, urgonium is a silvery mineral with violent explosive
properties. Experts who have analyzed urgonium samples agree
that the substance could best be likened to nitroglycerin
in a solid form. Urgonium detonates on impact, releasing tremendous
destructive force a chunk three inches in diameter
can level a two-story building! Detonation of urgonium has
proven very difficult to accomplish by conventional means.
So far the best way to blow something up with this mineral
is to hurl it directly at the target. An exclusive property
of Khan Enterprises, urgonium is not available through any
other supplier.
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URGONIUM
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Model: Rare mineral "urgonium"
Type: Explosive
Scale: Vehicle/Aircraft
Cost: $500
Availability: 4, R
Blast Radius: 0-6/20/30/40
Damage: 8D/6D/4D/3D
Notes: The figures listed are for a sample of
urgonium the size of a billiard ball. Care must be taken
in handling this unstable mineral. Any grenade
or demolitions roll that fails by 10 points or
more means that the character drops the urgonium. Roll
falling damage versus 1D for the urgonium; failure or
a complication means that an explosion happens instantly.
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