Changes

C4 charge, mini

3,932 bytes removed, 01:11, 4 October 2023
| wpn_critfail=Failure to detonate (Dud)
| wpn_weight=1
| wpn_cost=[[File:Parallar symbol.png|10px]]'''750100''' (Rarity 21)
| wpn_rlmfg=N/A
| wpn_rlcountry=[[File:Country Unknown.png|25px]] Generic
== Usage ==
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 and thus requires 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.  To use this weapon, you can either plant otherwise it or throw it - see each relevant section below for details. === Planting a charge === To plant a command detonation charge, you need to use your Planted Explosives skill and spend 1 turn to attempt planting the charge. Dice results:* Successes and critical successes both result in a proper planting and deployment of the charge.* A failure results in the charge not being properly planted, effectively wasting a turn. You can try again on the next turn.* A critical failure results in breaking the charge's signal receiver, turning it into a dud. Command detonation charges have a wide and powerful area of effect to make up for being relatively slow and impractical; all targets on the same Side as the charge will be hit with Target Damage when it explodes. When outside of combat, you can simply choose one Side of the battlespace to plant the explosive into. 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. 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 possibleexplodeThe 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. === Throwing a charge === To throw a command detonation charge into another Side, you must use your Thrown Weapons combat skill, effectively treating it as a hand grenade, just without the automatic explosion at the end. Dice results: * 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.* 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.* A critical failure will break the charge's signal receiver, turning it into a dud. NOTE: If you kill creatures with a charge that was thrown, you will gain Thrown Weapons skill points instead of Planted See [[Explosives skill points. == Countermeasures == Normally, the GM should inform the player of any charges in the current room. The safest way to ensure that a command detonation charge cannot explode is to kill (or otherwise incapacitate) the creature who owns it. If you want to reclaim the charge, you can spend 2 turns on each charge to defuse them. Successfully defusing a command detonation 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.* NOTE: Defusal can be attempted even if the owner of the charge is still alive (and therefore capable of using the detonator); if the detonator is used while you're in the process of defusing that charge, you become the designated target regardless of what it was before, and you will automatically take Target Damage. Command detonation charges cannot be destroyed by attacking them; they are immune to damage]] for more details.
== Stats ==
! Damage type !! LDV !! Pain (all ACs)
|-
| Explosion || '''+9d632''' || 130%
|}
 
== Other information ==
* This weapon's payload is 70 grams (~2.47 oz) of Composition C4.
[[Category:Class 4 weapons]]
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