How DOES the BlastRadius modifier work anyway?
Ive been looking at the rulesets and they have custom defined sizes like blastRadius: 5 for Alien grenades and blastRadius: 10 for Blaster Launchers . . .
Does that mean that it Truncates any explosion size beyond 5 or 10 squares from ground zero . . . or is it actively modulating the amount of damage that decreases with each square?
(as in a Blaster does 200 damage, normally its -10 damage per square so if you got blastRadius: 10 it inherently suggests that since it would normally have a radius of 20 squares and you're throttling it to 10 . . . it must multiply the amount of damage that is reduced by 20/10 = -20 per square)
^ ^ ^ Is that the way it works?
In other news . . . making any weapon explode regardless of its damage type would be as easy as segregating the Explosion Formula from the various radiant damage types . . . and just giving any weapon that might cause an explosion a blastRadius: . . . . which in effect "turns on" the explosion function for that weapon.
That way you can also have weapons that cause Explosive damage without causing an area of effect (like those .75 cal Bolters from Warhammer 40000 . . . it blows up inside you so there's no blast radius, but it still does explosive damage too)
The next step after that would be adding a Subheading for blastRadius: which defined which type of Explosion Sprite it uses for generating the explosion fireball. But that's later on down the line.
(then you can make your very own green colored fireballs for your plasma grenades just like on Game Of Thrones)