Author Topic: (Answered) Building Ammo Explosions  (Read 1628 times)

BLOODWOLF

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(Answered) Building Ammo Explosions
« on: 15 December 2016, 13:17:32 »
If a building with a turret receives a crit to the turrets ammo and explodes should 1/2 the damage from the ammo explosion damage any units in surrounding hexes while using the TO ammo explosion rules?  Would the turrets height over the adjacent units head matter as to whether they were hit or not by the explosion?

Building ammo crit rules. pg120
Quote
Ammunition: This result means the hex's ammunition explodes.
Unlike a 'Mech, where only a single slot explodes, the hex loses
all its ammunition. Count the total damage for all ammunition
carried and apply the damage directly to the hex's Construction
Factor. If CASE is mounted in a hex with an Ammunition critical hit,
divide the total damage by 10 (round down) and apply that value
to the hex's Construction Factor. As usual, ammo that cannot
explode (such as Gauss and Plasma) is still destroyed and cannot
be used for the rest of the scenario.

Ammo explosion rules pg78
Quote
Ammunition
In Standard Rules play, the destruction of a unit by an ammo
explosion has no affect on any other unit in the vicinity. However,
some ammo explosions can be truly titanic. For those wishing
to have more spectacular results from an ammo explosion, use
all the rules above for an engine explosion, with the following
modification.
When a unit without CASE in the proper location to stop an
ammunition explosion from destroying a unit is destroyed by an
ammunition explosion, determine the total amount of damage
caused by the detonation (generally equal to the amount of shots
remaining times the maximum damage of each shot). Divide this
amount by 10 (round down) and apply it as an area-effect attack
in the destroyed unit's hex, with all units in adjacent hexes taking
half this damage (round down).
« Last Edit: 25 November 2018, 00:30:00 by Xotl »

Xotl

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Re: (Research) Building Ammo Explosions
« Reply #1 on: 25 November 2018, 00:28:41 »
We'll use the "adjacent hexes only" version from the ammo explosion rules.  As such, the explosion only affects the next highest and next lowest level (the adjacent "hexes") of a building.
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0