Changes

Explosives

155 bytes added, 16:12, 15 February 2020
* 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 an [[Crafting items|Explosives Toolkit]] (1 use, grants 1 Skill Point in [[Repairing]]).
** [[Molotov cocktail]]: Same as a regular failure.
** GL ammunition, RL ammunition: Depends on weapon's [[Weapon#Firearm failure types|failure type]].
* '''Directional mines''': Directional mines detonate when they detect any creature coming from the Target Side (the direction they're pointing at) going towards the Protected Side (the position they're defending). In order to defuse a directional mine, simply come into the Protected Side from another Side than the Target, then perform a defusing action on it. Defusing is a non-combat action, and 2 defusing actions must be completed in order to successfully defuse the mine. Successfully defusing a directional mine turns it into a weapon that is safe to pick up and re-use.
If you have an [[Crafting items|Explosives Toolkit]](XTK), you can spend one use to complete 2 defusing actions in a single turn, allowing for single-turn disposal of a primed command detonation explosive, timed charge, or directional mine. Successful defusal of any explosive, whether or not an XTK was used, grants 2 Skill Points in [[Repairing]].
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