Legion/Rim wire-triggered fragmentation charge on a corridor or doorway.
The Legion's sappers and the Rim's clans both wire the same way: a length of monofilament
at shin-height, anchored to a salvaged fragmentation charge tucked into the wall or under
a floor panel. The wire does not have to be clever. It has to be there. The tell is the
dust pulled tight across the gap, the way the light catches at shin-level, or the small
delay in how a body falls when it touches the wire. A crew that walks slowly enough to
notice lives. A crew that runs does not.
Rules Reference
Field
Value
Detect / Dc
14
Detect / Note
Survival (DC 12) on a mined frontier; dust-pull is the universal tell.
Detect / Skill
Perception
Prevented By
Defused charge, Remote trip from cover
Reset
None (single use).
Save / Dc
17
Save / Note
Half damage on a successful dive to cover; full damage on a fail; the triggering character takes -2 to the save.
Save / Type
Reflex
Trigger / Detail
Detonates when the monofilament is tensioned by a leg or backpack.
Trigger / Type
wire-pull / motion
Category
hazard
Disarm
dc: 16
Field
Value
dc
16
note
Defuse the charge; failure by 5+ triggers it.
skill
Demolitions
dc: 18
Field
Value
dc
18
note
Bridge the pull circuit; riskier than Demolitions.
skill
Security/Locks
dc: 16
Field
Value
dc
16
note
Trip the wire remotely with a probe rig.
skill
Drone Ops
Effect
description: 20-ft cone of steel or shrapnel.
Field
Value
description
20-ft cone of steel or shrapnel.
modifier
-3d6 piercing (frag)
target
hp
description: Steel fragment lodges in exposed flesh.
Field
Value
description
Steel fragment lodges in exposed flesh.
modifier
Bleed 1
target
condition
Mitigation
description: Demolitions disarm, or Drone Ops trip from cover.
Field
Value
description
Demolitions disarm, or Drone Ops trip from cover.
description: Marked wires can be stepped over; one-by-one crossing under guidance.
Field
Value
description
Marked wires can be stepped over; one-by-one crossing under guidance.