Difference between revisions of "C4 charge, mini"

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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)
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| 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 ==
  
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. In order to do so, each planted charge must be paired with a [[Detonator]].
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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)
 
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| Explosion || '''+9d6''' || 130%
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| Explosion || '''+32''' || 130%
 
|}
 
|}
  

Latest revision as of 01:11, 4 October 2023

Disambiguation.png You may be looking for the other types of C4 charge.
Navigation: Main Page Weapons Class 4 weapons C4 charge, mini




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Weapon, Class 4
C4 charge, mini
Mini C4 charge.jpg
Game information
Category Planted explosive
Fire modes Command detonation
Type High explosive
Critical failure type Failure to detonate (Dud)
Weight (units) 1
Shop value / Rarity Parallar symbol.png100 (Rarity 1)
Real world information
Manufacturer N/A
Country of origin Country Unknown.png Generic


"I don't have a witty description for this item yet."
Hebizuka (quote written by Unknown)


The Mini C4 charge (also called C4 charge, mini, C4 charge or simply C4) is a command detonation charge, a type of planted explosive.

Usage

This weapon is a command detonation charge, and thus requires a Detonator, otherwise it will not explode. See Explosives for more details.

Stats

This weapon is a non-fragmenting high-explosive; no shrapnel are released upon exploding. See Explosives for more details.

Explosion damage

Damage type LDV Pain (all ACs)
Explosion +32 130%

Other information

  • This weapon's payload is 70 grams (~2.47 oz) of Composition C4.