Myk Dormer tells us how to blow things up.

The arrival of firearms was slightly preceeded by yet another source of crippling injury: explosives. These cause injury by two separate mechanisms, blast and fragmentation.

Blast is an 'entire body' effect caused by shockwave, local overpressure and thermal flash burning. In the vicinity of an uncontained high explosive device, most wounds are from blast.

Fragmentation wounding is caused by impact of pieces of debris thrown out by the explosive device (pieces of casing, materials from the vicinity). Fragments rarely attain the energy associated with firearm rounds.

Explosive devices are area effect weapons. All these devices are considered to affect a basic area 3m in diameter (area one). The reduction in destrucive capacity with range is then considered in 3m increments of distance out from area 1. (area 2 to 3m radius, area 3 to 6m, area 4 to 9m...).

Destructive effect is measured by Yield and Frag numbers.

A device inflicts (Y / area number) d6 shock damage, and (F / area number) 1 fragment hit causing 2d4 dam (discard all fractions).

Each fragment hit causes a 2d4 dam G-15 random area wound, BUT multiple fragment hits to the exact same location are added to produce a single wound.

Total shock damage must be referred to the I class wound chart.


Jimmy Victim is 12m from a Y3/F8 explosive device when it is detonated, so: 12m is in the fifth band outward (area five), so yields are divided by five (round up .5 or over), Y=3/5=0, F=8/5=2, and Jimmy Vic suffers 2 fragment hits.

Had Jimmy been next to the device (area one), he would have enjoyed 3d6 blast/shock and 8 fragments.

Each victim of a device must roll shock and fragment damage separately (in reality, blast injuries are surprisingly random).

Armour and explosives:

Fragments can be stopped by armour just as other projectiles, but blast (shock) is more complex as injuries result from dislocations, rupture of lungs and other organs and concussion rather than direct impacts.

Protection from blast:

No pentration roll is made. Shock damage is reduced by the average of Head, Chest and Belly armour point values for C (yes, C) type wounds. One furthur point of protection is gained if armour (of any type) covers the ENTIRE body.

TYPE I WOUNDING (overall body Blast injuries)

Not a conventional wounding table. For every SIX points of blast damage or part thereof, roll once on this table:

1d10 + number of previous rolls on this table

Value Effect
1-5 no effect
6 stunned for 1d6 seconds
7 deafened for 1d6 x 10 minutes
8 thrown 1d10 meters in random direction
9 wound *
10 wound **
11 unconscious (long duration)
12+ wound ***
Chance equal to (total blast damage) % of hearing loss being irreversable.
Roll a random body location, then roll the class G wound corresponding to HALF the total blast damage suffered.
Roll a random body location, then roll the class G wound corresponding to the total blast damage suffered.
Roll a random body location, then roll the class G wound corresponding to TWICE the total blast damage suffered.

Notes: If a wound ** or *** result is rolled on the head location, the victim has a 20% chance of losing 1d3 eyes.

Any fracture, shatter or amputation results from an I class wound are assumed sucessful.


Grenades: Hand thrown explosive charge with delay fuse, common in both fragmentation (F>Y) and blast (F=0) varieties. Most are thrown either as big nasty rocks or stones. Thowing back a grenade (so beloved of Hollywood) should require outrageous MDEX and MSTR saves. (Typical grenades yield about Y2/F0 or Y1/F4).

'Raw' explosives: Powder kegs, dynamite sticks and similar. All require addition of a fuse to operate (time consuming) and unless provided with some frangible casing (nails?) are blast only (F=0) devices. No improvised device will throw well. Very large charges of explosive suffer from a law of diminishing returns. When assessing the yield of a device which contains more than 1 Kg of explosive:

Y = (base yield of explosive per Kg) x square root (weight)

As a rule of thumb, surrounding an explosive charge with TWICE its weight of fragmentation material will produce a device with a blast a third the original Y and an F equal to twice the original Y. (discard all fractions). Any less effective variant must be judged by the GM for Y vs F tradeoff.

Device. Usage Yield Spd in use
Gunpowder in keg preset charge Y1 per Kg
Cast iron grenade throw, as rock Y1+F2
Gunpowder, loose - burns fiercely, will not detonate -
Nitroglycerin none Y8 per litre
Dynamite, stick of set or throw Y2
Guncotton set charge Y3 per Kg
Commercial blasting set charge Y2 per Kg
Military plastique set charge Y4 per Kg
Grenade, frag throw as rock Y1+F3
Grenade, blast throw as rock Y2
Grenade, concussion throw as rock Y1 (non lethal)
Grenade, min. (VK40)throw as stone Y1+F2
Nailbomb (Ulster) throw as rock -10%Y2+F1
81mm mortar bomb (hvy wpn round) Y3+F3
75mm gun (hvy wpn round) Y2+F4
155mm gun/howitzer (hvy wpn round) Y6+F6
50 Kg aerial bomb (small, strafing)Y20+F10
1000 Kg aerial bomb (Stuka! Stuka!) Y50+F20
A.P. landmine foot pressure Y3+F3
(10 mins to bury/set)
A.T landmine vehicle presure Y8+F2
(15 " ... )
(Landmines: A special case. A victim stepping on a mine, as well as being in area 0, suffers Y x 1d10 damage to the unlucky leg.)


Atkins fails a SPOT HIDDEN roll and snags a trip-wire linked to a primitive mine in an adjacent doorway. (20 lbs of guncotton, wrapped in cycle chains and barbed wire)

Ref. : Mine is Y9/F3. Atkins is 4m away (area 2): 5d6 blast/shock
                                                  2 fragments.
Result:  16pts Blast damage
         2 fragment hits for 6 and 4 damage

Blast result: 3 rolls on table I : 6, 7+1, 10+2
=    stunned 5s, thrown back 2m, wound: R. arm  b3+a
Fragment    : chest   6pt (causing a B1 wound)
              neck    4pt (also causing a B1 wound)

There is a terrible noise, an instant of heat and pressure. The narrow doorway funnels the blast into the street, and Atkins twists in this unnatural gale like a grotesque human flag. The body lands in the road with the unlikely gymnastics of the maimed.