Breaking Down Doors

Rules for kicking down (and blowing up) doors

The purpose of this attack is to hit the door near to the lock, hoping that the force will be enough to break the lock or to push the lockbolt through the door frame. A slight alternative to this attack is to target the hinges, trying to break the hinges off the door frame. Door are categorised into three different types.

Standard door: ID 50

To break this type of door down the character must roll an outstanding STR test. This is 2d10 + STR with a target of 20+. The attack does normal Armour Damage (AD) plus 1 for each amount over 20 to the door ID and also pops the lock. This attack can either be a kick or a shoulder barge into the door. A character who is not trained in any of the combat skills (Unarmed Combat, Martial Arts or Wrestling) rolls at -6. Each failure does one point of bruising damage to the part of the body that connected with the door. Once half of the door's ID has been depleted, the door is sufficiently damaged that someone can either reach through and unlock it, or the lock has been irreparably damaged.

Reinforced door: ID 100

This door has a more reinforced structure with additional bolts to prevent someone breaking it open. Occasionally this will include metal bars that go across the whole width/length of the door. It is only really possible to break through this type of door if you are a Stormer or Necanthrope, or have specialist equipment to do it. Again an outstanding STR test is required, but this time at -10. ie: 20+ on 2d10+STR-10. Each failure does two points of bruising damage to the part of the body that connected with the door. The attack does normal Armour Damage (AD) plus 1 for each amount over 20 to the door ID. Once half of the door's ID has been depleted, the door is sufficiently damaged that someone can either reach through and unlock it, or the lock has been irreparably damaged.

Heavily Reinforced door: ID 200+

This is a solid door that won't be broken by someone kicking it or shoulder barging it. The only way through is to deplete its full ID value or to use explosives (which do the same thing). Anyone trying to break the lock is wasting their time, although each attempt will do two points of bruising damage to the part of the body that connected with the door. The attack does normal Armour Damage (AD).

Explosives

Explosives can be used against the door, by placing either grenades or C4 against the door in the likely place that the lock is situated. The blast radius of the explosive is substituted for the STR value after a successful Demolitions skill has been rolled for their placement and set up. Heavily Reinforced doors can be broken through on an outstanding roll at -30. ie: 20+ on 2d10+BlastRating-30. Damage to all doors is equal to the blast rating times 5. More information on Explosives can be found here.

SWAT Battering Ram

A custom tool used by the Shivers and Cloak in breech entries. Utilising a std 10mm rifle shell, the battering ram is about 600mm long with two handles on the one side. It is designed to be used by one person on the wall adjacent to a door. The ram is detonated when the impact end hits an object with sufficient force. Normally this force can be achieved by a person of STR 6 or higher swinging the ram through an arc towards the door. The ram acts as though it has a localised Blast Rating of 20 against a door. The handles have recoil baffling to prevent any injury to the person using it.

The ram holds ten shells internally and it takes approximately 30 seconds (and STR 6+) to prime a battering ram for use between detonations. Alternative 10mm shells are not recommended and will permanently damage the Battering Ram on the roll of a double. It is advised not to use this tool as a weapon, although it will do DAM 10, PEN -5, AD 10, 2 wounds and knock the injured person back by 5m-(STR/3m, rounded down). It will also make them loose a phase of action for each metre they are knocked back.