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[Classic] Dynamite & structures

 
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XcomSquaddie
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PostPosted: Sun Jan 18, 2009 8:07 pm    Post subject: [Classic] Dynamite & structures Reply with quote

The posse just corked off two (separate) sticks of dynamite in the middle of a group of inhabited buildings. So, are there any rules for damaging structures with explosives or weapons?
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ScooterinAB
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PostPosted: Sun Jan 18, 2009 11:18 pm    Post subject: Reply with quote

Sort of. I know that in Hell On Earth, it mentions Armor values for structures. I'd assume that any given structure can take a few "wound levels" before getting damaged or destroyed.

So ultimately, it depends what the structure is. A wooden building will be fairly damaged while a stone or brick building would be less so.
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XcomSquaddie
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PostPosted: Mon Jan 19, 2009 7:10 am    Post subject: Reply with quote

ScooterinAB wrote:
Sort of. I know that in Hell On Earth, it mentions Armor values for structures. I'd assume that any given structure can take a few "wound levels" before getting damaged or destroyed.

So ultimately, it depends what the structure is. A wooden building will be fairly damaged while a stone or brick building would be less so.


Yeah, that's kind of what I was thinking, only using Savage Worlds. I really don't think there's anything official, so that's probably what I'll end up doing.
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oddtail
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PostPosted: Mon Jan 19, 2009 8:25 am    Post subject: Reply with quote

There are rules for damaging for Classic, in Smith and Robards. Basically, structures have from 1 to 3 (in most cases) levels of Armor against explosions and artillery. Every 5, or 10 (depending on how heavy the wall is) damage dealt to the wall blows a 3x3 feet hole in the wall. If two walls of a building are mostly destroyed, the building collapses.

I don't know how that would translate into SW rules, but I hope it helps some.
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XcomSquaddie
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PostPosted: Mon Jan 19, 2009 8:41 am    Post subject: Reply with quote

oddtail wrote:
There are rules for damaging for Classic, in Smith and Robards. Basically, structures have from 1 to 3 (in most cases) levels of Armor against explosions and artillery. Every 5, or 10 (depending on how heavy the wall is) damage dealt to the wall blows a 3x3 feet hole in the wall. If two walls of a building are mostly destroyed, the building collapses.

I don't know how that would translate into SW rules, but I hope it helps some.


I'll check those out, thanks.
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Clint
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PostPosted: Mon Jan 19, 2009 8:46 am    Post subject: Reply with quote

oddtail wrote:
I don't know how that would translate into SW rules, but I hope it helps some.


The rules for breaking things in SW are in the core rulebook. I presumed the intention was reversed, to use those rules to convert to Classic in some way.
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XcomSquaddie
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PostPosted: Mon Jan 19, 2009 9:17 am    Post subject: Reply with quote

Clint wrote:
oddtail wrote:
I don't know how that would translate into SW rules, but I hope it helps some.


The rules for breaking things in SW are in the core rulebook. I presumed the intention was reversed, to use those rules to convert to Classic in some way.


You presumed correctly.

I'll check the stuff in Smith & Robards first, then err on the side of big, cool-looking explosions. Twisted Evil
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ScooterinAB
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PostPosted: Tue Jan 20, 2009 12:01 am    Post subject: Reply with quote

oddtail wrote:
There are rules for damaging for Classic, in Smith and Robards.


Good find. I'll keep that in mind when I run.
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