Changes

Explosives

62 bytes added, 17:16, 15 February 2020
The explosive is treated more or less like a hand grenade. As with a hand grenade, a target must be designated to throw the explosive at.
[[SkillsCombat skills|Thrown weapons skill]] must be used to successfully throw a planted explosive - and can thus affect the accuracy of the throw.
* Success: Explosive lands on the target's Side where intended and it will hurt targets if detonated.
** Successfully killing a target with a planted explosive that has been thrown results in gaining Skill Points for the '''[[Combat skills|Thrown weapons Skill Points]] skill''' instead of planted explosive Skill Pointsthe Planted explosives skill.
* Failure: Explosive still lands on the target's Side, but will deal no damage if detonated (bad angle, bad throw, etc.)
Planting is, as their name might suggest, the intended way to use a planted explosive. The procedure is very different from using most other weapons, and is detailed in this section.
The term '''planting''' refers to the procedure of priming the explosive then placing it either near, or on the target. The planting process is considered to be a combat action, and calls for [[SkillsCombat skills|Planted explosives skill]].
Roll results:
* Success and critical success: The explosive is properly deployed and planted. Kills result in gaining [[Combat skills|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 an [[Crafting items|Explosives Toolkit]] (1 use).
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