Explosions in GURPS confuse many people. Here's how they work, broken
down at greater length than was available in the rules.
A full description of explosive damage takes the form
Xd Y ex [Z]
for example, "2d cr ex [1d-1]" or "1d burn ex". If you're using a
packaged explosive like a grenade or an explosive bullet, this should
already be supplied. X is the amount of blast damage, Y is the type of
blast damage (usually cr), and Z is the fragmentation (if any).
There are two basic effects from explosions: blast and fragmentation.
Blast damage is applied directly if a target is in contact with
the explosive as it goes off. If a charge has been tamped or shaped,
multiply damage by 1.4 (see High-Tech pp.182-183 for much more on
demolition techniques and special charge shapes). If the charge is
completely contained by the target (or vice versa), as in the case of
someone throwing himself on a grenade or an explosive charge placed in
a gap in a structure, use maximum possible damage (effectively ×1.7).
If the charge is inside the target, like an explosive bullet, treat
it as an attack on the Vitals, with ×3 wounding modifier (×4 if it's
in the head); if the target has No Vitals or Homogenous, just give it
the usual x1.4 for a tamped charge. If the attack has an armour
divisor, it only affects the target it strikes.
Blast damage also affects nearby objects and people. The safe distance
to be from a blast is 2×X yards; if you're inside that, divide damage
by (3×distance in yards), rounding down. Use torso armor to protect
against this. You can't dodge the blast, but you can use Dodge and
Drop (p. B377) to increase your distance from it by a yard or get into
cover if there's any available.
If you're in vacuum, the divisor is 10 rather than 3: the shock wave
doesn't carry far without some sort of atmosphere. Underwater, just
use the range in yards without dividing it. Some exotic weapons have
different multipliers too: fuel-air explosives divide by 2, and for
nuclear and antimatter weapons it's 1.
Fragmentation damage potentially reaches out to 5Z yards: a [2d]
fragmentation is dangerous to everyone within 10 yards. A target in
contact with the explosion is automatically hit by one fragment. The
fragments attack everyone else like an infinite-RoF automatic weapon
with Rcl 3 and skill 15, modified by range to target, target's posture
(except against overhead bursts), and target's size modifer. (So if
you make the roll by 3, two fragments hit; by 6, three fragments;
etc.) Again, no defences apply other than not being there when it goes
off (Dodge and Drop). Roll hit location randomly; locations behind
cover are protected by it. Fragmentation damage is almost always
cutting.
Even if there's no fragmentation listed, you may get incidental
fragmentation damage if there's loose or easily-broken material at the
blast site: [1d-4] for earth, [1d] for loose scrap metal, and most
other things will be somewhere in between.
If you don't have the full explosive description available, you'll
need to work it out from the amount and type of explosive. The type of
explosive gives you a REF, Relative Explosive Force. REF 1 is TNT, REF
2 is twice as much bang for the weight, and so on; 2lb of REF 1
explosive behaves exactly like 1lb of REF 2 explosive. You can find
REF values on p. B415, p. 183 of High-Tech, and p. 88 of
Ultra-Tech. Multiply REF by the weight of the explosive in pounds,
take the square root, and multiply by 12. That's the basic number of
dice of damage the charge will do, the X value above.
You can reverse this, of course: if you want a basic blast damage of
X, you need a (REF × weight) of (X/12)².
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