Warheads

Explosives are spaced out in a destructive power range going from J (the firecracker of 100 gs destined to to open doors when one lost his/her/its keys) to AA (the bomb that you rid all your cockroaches in a ray of 200 ms). One finds them in 5 main categories: The HEY (Explosive Intense of the type nitroglycerine), FAE (Arsonist Thermal kind Napalm), NBC (for Nuclear, Biologic and Chemical), AP (the penetrating as rocketses anti chariots) and fumigèneses.

At the time of an explosion one determines 3 zones: the CD zone (for Direct Stroke that makes generally very badly), ZM (Deadly zone, to not to confound with Blond Bowl) and ZD (Zone of damage, where generally one has odds to pull itself/themselves of it). These zones evidently depend of the power of the explosive used and the factor of penetration himself of it always apply.

An example to be clearer:

explosive warhead

Zone

(m)

type of  protection

factor

FB

K

J

I

H

G

F

E

D

C

B

A

AFV

Ecran

A type HE

CD

8

A

A

A

A

A

A

A

A

A

A

A

2

0

+8

ZM

150

A

A

A

A

A

A

A

A

A

A

2

3

2

+4

ZD

300

2

2

2

2

2

2

3

4

4

5

5

7

5

1

G type HE

(grenade)

CD

2

A

A

A

A

A

A

A

2

2

3

4

9

10

+5

ZM

10

A

A

A

3

3

4

5

6

7

8

10

   

+2

ZD

50

2

2

3

4

5

6

8

9

10

10

     

2

I recall for those that would have forgotten that the factor of penetration represents the number to achieve on a dice 10 to penetrate the tack of the adversary.

The gravity of damages is pulled then normally while adding the Factor of Injuries indicated in the last column of the picture above.