Changes

Explosives

10 bytes added, 16:26, 11 December 2019
* Failure: The explosive misses the intended target, harming no-one, failing to explode or activate.
* Critical failure: Depends on the weapon type.
** Hand grenades (except Molotov cocktail): Explosive misses and fails to detonate - it becomes a '''dud'''. Dud explosives can be repaired with a an [[Crafting items|Gun Repair KitExplosives Toolkit]] (1 use).
** [[Molotov cocktail]]: Same as a regular failure.
** GL ammunition, RL ammunition: Depends on weapon's [[Weapon#Firearm failure types|failure type]].
* Success and critical success: The explosive is properly deployed and planted. Kills result in gaining Planted explosives Skill Points.
* Failure: The explosive is not properly deployed, the Contestant must try again and spend another turn to attempt deploying it.
* Critical failure: The tripwire, fuze, or signal receiver device is broken, rendering the explosive a '''dud'''. Duds can never explode, and can be repaired with a an [[Crafting items|Gun Repair KitExplosives Toolkit]] (1 use).
Like with other explosive weapons, a '''target''' can be designated. The explosive will then be placed on the floor, near the designated target.
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