Attacking a Hazard.json 2.6 KB

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  1. {
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  3. "Chapter 10: Game Mastering",
  4. "Hazards",
  5. "Disabling a Hazard",
  6. "Damaging a Hazard"
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  11. "id": "rules-676",
  12. "markdown": "<title level=\"1\" right=\"Rules\">[Attacking a Hazard](/Rules.aspx?ID=676)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf someone hits a hazard—especially if it’s a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
  13. "name": "Attacking a Hazard",
  14. "next_link": {
  15. "label": "Repairing a Hazard",
  16. "url": "/Rules.aspx?ID=677"
  17. },
  18. "previous_link": {
  19. "label": "Triggering a Hazard",
  20. "url": "/Rules.aspx?ID=670"
  21. },
  22. "rarity": "common",
  23. "release_date": "2019-08-01",
  24. "resistance": {},
  25. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Disabling a Hazard / Damaging a Hazard\r\n</additional-info>",
  26. "source": [
  27. "Core Rulebook"
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  29. "source_raw": [
  30. "Core Rulebook pg. 521"
  31. ],
  32. "source_category": "Rulebooks",
  33. "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>",
  34. "speed": {},
  35. "text": " Attacking a Hazard Source Core Rulebook pg. 521 4.0 If someone hits a hazard—especially if it’s a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks. ",
  36. "type": "Rules",
  37. "url": "/Rules.aspx?ID=676",
  38. "weakness": {}
  39. }