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Mandalorian e-web generator explosion
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worfbacca
Lieutenant Commander
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PostPosted: Mon Mar 24, 2025 3:38 pm    Post subject: Mandalorian e-web generator explosion Reply with quote

How much damage would you put this at? Not a thermal detonator .. did t vaporize anything. Grenade? 5D to 6D? That Mando armor gives +3D to energy attacks. Seemed like it mortally wounded him.
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garhkal
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PostPosted: Mon Mar 24, 2025 3:42 pm    Post subject: Reply with quote

IN the past, for me when i;ve had generators for a weapon go boom, they do the same damage as the weapon itself is capable of.
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FVBonura
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PostPosted: Mon Mar 24, 2025 5:04 pm    Post subject: Reply with quote

A generator explosion is not just energy but it is also physical shrapnel so I would rule pick the lowest category of damage resistance on those in the blast area. Also the weapon is focused and designed to cause damage and an exploding generator is not so I would rule the damage is 1D lower than the damage caused by the weapon. I consider -1D to be the equivalent of half damage. You might also consider a high enough Dodge roll or Survival roll will impart an additional bonus of -1D damage.
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CRMcNeill
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PostPosted: Mon Mar 24, 2025 6:24 pm    Post subject: Reply with quote

On a related note, should the operator be able to deliberately overload the generator to keep it out of enemy hands if the crew is forced to retreat? If so, what would be the action / Difficulty? How many rounds before it blows up? Difficulty to disarm (both for the original crew or their enemies, assuming some sort of lock-out code)?
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FVBonura
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PostPosted: Mon Mar 24, 2025 8:31 pm    Post subject: Reply with quote

I would rule, Moderate blaster or vehicle blaster repair roll. If the gunner is rushing it would be difficult.
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garhkal
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PostPosted: Tue Mar 25, 2025 12:02 am    Post subject: Reply with quote

I'd say he couldn't cause it to overload the same round, or maybe even the next, but in say 2-6 rounds, yea.. The quicker he's trying to get it done, the harder the repair roll. The longer he wants, the easier the roll, but the easier chance the enemy has to override that.
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Mamatried
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Joined: 16 Dec 2017
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PostPosted: Tue Mar 25, 2025 7:53 am    Post subject: Reply with quote

CRMcNeill wrote:
On a related note, should the operator be able to deliberately overload the generator to keep it out of enemy hands if the crew is forced to retreat? If so, what would be the action / Difficulty? How many rounds before it blows up? Difficulty to disarm (both for the original crew or their enemies, assuming some sort of lock-out code)?


Tjis is a common thing, though the tech is different, we have several incidents of gunners/crew destroying their crew served weapon to deny enemy.

WW1 and 2 both stand out here but there are several incidents, i think this is a good implement to a game.

what would be the damage? I would say it depends on a used or unused generator...the latter imo would have less energy output.

I would give the general rule to have +1D on damage over weapon, meaning a an e-web would be 8d and the unused generator would be +1D at 9 D damage using greade explotion rules.
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