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| | wpn_critfail=Failure to detonate (Dud) | | | wpn_critfail=Failure to detonate (Dud) |
| | wpn_weight=1 | | | wpn_weight=1 |
− | | wpn_cost=[[File:Parallar symbol.png|10px]]'''750''' (Rarity 2) | + | | wpn_cost=[[File:Parallar symbol.png|10px]]'''100''' (Rarity 1) |
| | wpn_rlmfg=N/A | | | wpn_rlmfg=N/A |
| | wpn_rlcountry=[[File:Country Unknown.png|25px]] Generic | | | wpn_rlcountry=[[File:Country Unknown.png|25px]] Generic |
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| == Usage == | | == Usage == |
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− | This weapon is a '''command detonation''' charge. Such weapons can fit multiple purposes, but all share the same trait; they are manually detonated by the user, through the use of a [[Detonator]] with which each planted charge is paired with. Without this pairing (or a detonator), command detonation explosives cannot explode, making them relatively safe explosives. | + | This weapon is a '''command detonation''' charge, and thus requires a [[Detonator]], otherwise it will not explode. See [[Explosives]] for more details. |
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− | To use this weapon, you can either plant it or throw it - see each relevant section below for details.
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− | === Planting a charge ===
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− | To plant a command detonation charge, you need to use your Planted Explosives skill and spend 1 turn to attempt planting the charge.
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− | Dice results:
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− | * Successes and critical successes both result in a proper planting and deployment of the charge.
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− | * A failure results in the charge not being properly planted, effectively wasting a turn. You can try again on the next turn.
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− | * A critical failure results in breaking the charge's signal receiver, turning it into a dud.
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− | Command detonation charges have a wide and powerful area of effect to make up for being relatively slow and impractical; all creatures on the same Side as the charge will be hit with Target Damage when it explodes.
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− | When outside of combat, you can simply choose one Side of the battlespace to plant the explosive into.
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− | When in combat, a command detonation charge is normally planted on your current Side. If you wish to plant it into a Side other than your current one, you can move into the desired Side and begin the planting attempt as a combat move, as if using a melee weapon; it is therefore subjected to Initiative Speed.
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− | After successfully planting a command detonation charge, the detonator can be used at any point afterwards. The use of a detonator is a '''free action''', and can be chained with another action of your choice. It is generally advisable to leave the Side where your charge was planted; immediately using the Detonator afterwards will simply result in you being caught in the explosion; in other words: blowing yourself up. Although it will be generally safe to assume you do ''not'' want to blow yourself up, be sure to describe your actions as clearly as possible.
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− | The general rule of thumb is '''only the creature who planted it can detonate it''', even if in technical terms, a planted explosive charge is specifically paired to the detonator of its owner. The rule of thumb exists to keep things as simple as possible.
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− | === Throwing a charge ===
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− | To throw a command detonation charge into another Side, you must use your Thrown Weapons combat skill instead, treating it similarly to a hand grenade, just without the automatic explosion at the end.
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− | Dice results:
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− | * Successes and critical successes have the same effect; you successfully prime and throw the charge into the desired Side - it will then be considered planted on the Side it landed into.
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− | * A failure will result in the charge landing in the desired Side, but in a "bad" spot; if it is detonated, no creature will be affected by the explosion.
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− | * A critical failure will break the charge's signal receiver, turning it into a dud.
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− | NOTE: If a player kills creatures with a charge that was thrown, the author recommends that the GM gives that player Thrown Weapons skill points instead of Planted Explosives skill points.
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− | == Countermeasures ==
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− | Normally, the GM should inform the player of any charges in the current room.
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− | The safest way to ensure that a command detonation charge cannot explode is to kill (or otherwise incapacitate) the creature who owns it.
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− | If you want to reclaim a planted command detonation charge, you must spend 2 turns per charge to defuse it. No specific tools are required for defusal. Successfully defusing a charge causes it to lose its pairing with its owner's detonator, becoming completely safe to handle; it can be picked up and redeployed, if you so desire.
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− | * NOTE: Defusal can be attempted even if the owner of the charge is still alive (and therefore capable of using the detonator); however, doing so without ensuring it is safe to do so puts you at risk of being blown up!
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− | Command detonation charges cannot be destroyed by attacking them; they are immune to damage.
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| == Stats == | | == Stats == |
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| ! Damage type !! LDV !! Pain (all ACs) | | ! Damage type !! LDV !! Pain (all ACs) |
| |- | | |- |
− | | Explosion || '''+9d6''' || 130% | + | | Explosion || '''+32''' || 130% |
| |} | | |} |
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| + | == Other information == |
| + | * This weapon's payload is 70 grams (~2.47 oz) of Composition C4. |
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| [[Category:Class 4 weapons]] | | [[Category:Class 4 weapons]] |
This weapon is a non-fragmenting high-explosive; no shrapnel are released upon exploding. See Explosives for more details.