The Black Powder Armory ยท Chapter 9
Grenadoes, Fire, and Powder
Things that are lit and thrown, and things that are lit and left.
Thrown entries are Light Ranged attacks at Short range. Lighting the fuse is the entry's Prepare 1, and it needs a lit match or a flame within reach.
Blast X: spend 2 Boons to deal X damage to everyone Engaged with the target. When the throw fails, spend 3 Boons from the failed check to apply the Blast damage to the target and everyone Engaged with it.
Placed charges are set with an Average Craft check and the maneuvers in their Prepare rating. They need no attack check. A charge deals its damage to what it is set against and its Blast to everyone Engaged with that.
Fuses. A fuse is cut for a delay of one round to five minutes. The GM may spend a Calamity on the setting check to make it burn in half the time or twice it.
Loose powder is dangerous. Any Fire damage to a character carrying a Powder Charge or Powder Keg sets it off on a Calamity.
Skill: Light Ranged for thrown entries, Craft for placed ones.
Grenado
Hand grenade, granado shell, glass grenade
7 4 Short 1
Light Ranged 30 Military Blast Blast 5, Limited Ammo 1, Prepare 1, Unreliable
A hollow iron or glass ball filled with powder, with a fuse in a wooden plug. Prepare 1 is lighting it. Unreliable: on 2 Bane or a Calamity the fuse goes out or burns too long, and the grenado lies where it fell until someone relights it.
Stinkpot
Stink ball, sulphur pot
2 โ Short 1
Light Ranged 15 Common โ Stun Damage, Blast 4, Disorient 3, Limited Ammo 1, Prepare 1
An earthenware jar of sulphur, pitch, and rotten fish, lit and thrown onto an enemy deck. It chokes and blinds. Everyone Engaged with the point of impact who starts a turn in the smoke suffers 2 Strain. Below decks it lasts five rounds; in the open, one.
Fire Pot
Fire grenade, Greek fire pot, carcass
5 5 Short 1
Light Ranged 10 Common Fire Burn 2, Blast 2, Limited Ammo 1, Prepare 1
A clay pot of oil, pitch, and powder with a burning rag. Tarred rigging and dry sails catch from one.
Powder Charge
Powder bag, flask bomb, cartridge bundle
10 3 Placed 1
Craft 40 Common Blast Blast 6, Limited Ammo 1, Prepare 2, Siege 2
A few pounds of powder in a bag or a flask, with a fuse. It is set against a lock, a door, or a mast step.
Powder Keg
Barrel of powder, half-barrel
14 3 Placed 6
Craft 150 Common Blast Blast 10, Limited Ammo 1, Prepare 2, Cumbersome 3, Siege 3
Fifty pounds of gunpowder in a cask. Damage 14 and Blast 10. It needs Might 3 to carry at more than a walk. A ship's magazine holds hundreds, and its effect is the GM's to decide.
Petard
Gate charge, breaching bell
8 โ Placed 4
Craft 200 Military Blast Pierce 6, Blast 3, Limited Ammo 1, Prepare 2, Breach 3
A bronze bell of powder bolted to a plank and hung against a gate. Pierce 6 against the structure. A gate or a door is opened without a check. The engineer who sets it is the one hoist by it if the fuse is short.
Dynamite Stick
Giant powder, blasting gelatin
8 4 Short 1
Light Ranged 30 Restricted Blast Blast 6, Limited Ammo 1, Prepare 1, Siege 2
A commercial blasting charge with a cap and fuse, from 1867. This is the same entry as in The Modern Armory.