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TS-50

4,985 bytes removed, 06:48, 9 December 2021
== Usage ==
This weapon is a '''pressure mine'''. It is a very simple type of explosive intended to provide indiscriminate area denial of a single See [[BattlespaceExplosives]] Side, making them equally dangerous for their original owners as it is for their targets. To use this weapon, you can either plant it or throw it - see each relevant section below for more details. === Planting a mine === You must use your Planted Explosives skill and spend 1 turn to attempt planting the mine. Dice results:* Successes and critical successes both result in a proper planting and deployment of the mine.* A failure results in the mine not being properly planted, effectively wasting a turn. You can try again on the next turn.* A critical failure results in breaking the mine's fuze, turning it into a dud. This weapon can be planted on your current Side (the ''Mined Side''). Planting a pressure mine will result in starting a 2-turn countdown, at the end of which the pressure mine will become primed. The countdown is intended to give enough time to escape the Mined Side before priming completes, and the priming process cannot be interrupted. In other words: Once planted, it ''will'' go live, and it will be dangerous. When done outside of combat, you can simply designate a Side to mine; it will be assumed that you will not remain on that Side after planting a mine. When in combat, you can choose to plant it into a Side other than your current one; in which case 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. As soon as both conditions are met (primed + at least 1 creature on the Mined Side), a primed mine will explode at the start of the first turn, at the same speed as a non-combat action (IS 0). Upon exploding, all creatures on the Mined Side will sustain Target Damage.  If there are no creatures on the Mined Side at the moment the pressure mine is primed, it will simply sit and remain primed, until a creature enters that Side. Multiple mines can be planted on the same Side, however it is impossible to plant more than 2 mines on the same Side without putting yourself at risk, due to the 2-turn countdown. To place more than 2 pressure mines safely, it might be a better idea to throw them instead. If multiple mines are on the same Mined Side, ''all of them'' will explode as soon as the conditions for detonation are met, thus causing damage at the same time. This may be useful against larger or more powerful foes. ==== Example situation ====This assumes you start on Side 1 and intend to plant mines on Side 2.* Turn 1: You make a combat move from Side 1 to Side 2 to plant Mine #1. Turn 1 ends, Mine #1 has 2 turns remaining on the countdown.* Turn 2: You can remain on Side 2 to plant Mine #2, or make a non-combat move back to Side 1. If you plant a second mine, then by the end of Turn 2, Mine #1 has 1 turn remaining, and Mine #2 has 2 turns remaining.* Turn 3: This is the last safe turn, you ''should'' leave Side 2 now. At the end of Turn 3, Mine #1 is primed, and Mine #2 would have 1 turn remaining.* Turn 4: If any creature is currently on Side 2, then '''mine #1 will explode.''' If you haven't left Side 2 by then, non-combat movement to another side will have the same speed as mine detonation (IS 0), and anything slower will guarantee that the mine will explode before you can do anything. It is possible, but very risky, to escape before the mine explodes, if turn order determines your movement goes before the explosion. === Throwing a mine === To throw a pressure mine 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. Dice results: * Successes and critical successes have the same effect; you successfully prime and throw the mine into the desired Side - it will then be considered planted on the Side it landed into.* A failure will result in the mine landing in the desired Side, but priming will fail. This is the equivalent of throwing a hand grenade with the pin still in place.* A critical failure will break the mine's fuze, turning it into a dud. NOTE: If a player kills creatures with a mine that was thrown, the author recommends that the GM gives that player Thrown Weapons skill points instead of Planted Explosives skill points. == Countermeasures == Normally, the GM should inform the player of any pressure mines in the current room. Primed pressure mines cannot be defused, as they explode the moment anything enters their Side. To get rid of a primed mine without setting it off, it must be physically destroyed, and it can only be done by detonating another explosive on the same Side. Doing so will cause the mine to explode in turn. Unprimed mines are safe and will not be destroyed in an explosion; in case you have a mixture of primed and unprimed mines on the same Side. The recommended method is to throw a hand grenade into a Mined Side, and watch the fireworks.
== Stats ==
! Damage type !! LDV !! Pain (all ACs)
|-
| Explosion || '''+3d610''' || 115%
|}
[[Category:Class 4 weapons]]
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