Pages: 1 ... 4 5 [6] 7
|
|
|
Author
|
Topic: SC:BEL units/items (Read 61900 times)
|
|
Lukipela
Enlightened
Offline
Gender:
Posts: 3620
The Ancient One
|
Flash Grenade
Area affected: 5 square radius
A specialized grenade designed to produce a blinding flash of light instead of explosive force. This is primarily used to stun and incapacitate hostile targets instead of killing them, but the practical application of blinding an opponent before closing in for a kill cannot be denied.
Flash Grenades do not inflict damage in their area effect, instead generating a blinding flash of light. Any unit caught in the blast of a Flash Grenade rolls 1 strike die. For most targets, rolling a bullseye will allow them to avert their eyes in time to avoid being blinded. Any other roll results in being blinded, causing them to lose both AP from their next turn. In addition, in subsequent turns, the blindness may persist, causing them to be hampered in their actions. Any unit blinded by a Flash Grenade must roll a strike die at the start of each subsequent turn after the one where they lost both AP. If the result is a hit or bullseye, then they have recovered and suffer no additional effects. If the result is a miss, they are still stunned by blindness, lose 1 AP from their turn, and will have to roll again to recover next turn.
|
|
|
Logged
|
What's up doc?
|
|
|
|
|
|
|
Lukipela
Enlightened
Offline
Gender:
Posts: 3620
The Ancient One
|
Unknown Grenade
It's quite light and can be thrown 2xSTR of wielder. The design is strange and alien.
Slimy Grenade
Area affected: 3*3 square
A specialized grenade designed to produce a glue-like slime for incapacitating foes. Useful for capturing targets alive or making a dangerous foe into a sitting duck, but a strong target can tear through the webbing quickly.
Slimy Grenades do not inflict damage in their area effect, instead generating a mass of sticky, slimy tangled threads that pin anyone within the blast radius. Any unit caught in the area effect of a Slimy Grenade loses both AP from their next turn as they get tangled in the expanding mass. At the start of subsequent turns, any unit pinned by the Sticky Grenade rolls a D6. If this roll is less than their STR, then they are able to tear themselves free of the webbing. They cannot move on the turn that they accomplish this feat, but may attack with any weapon or perform other actions as normal. If they roll equal to or higher than their STR, then they remain trapped in the webbing and lose both AP from the turn once again, and must try to escape again during their next turn.
If a unit wishes to try to tear another unit free from the webbing (presumably an ally), then that unit must be adjacent to the unit they wish to tear free, spend 1 AP, and roll a D6. If the result is equal to or less than their STR, then they manage to tear the unit free of the webbing, allowing them to take their next turn as normal. If the result is greater than their STR, then they fail to tear through the webbing. They may still spend any remaining AP as normal this turn, but may not make another attempt to tear through the webbing until next turn.
Any corpses, objects, doors, or other items that are inside the area effect of a Sticky Grenade are also assumed to be entangled in the webbing. In order for anyone to access or interact with these things, they must be torn free in the same manner as tearing another unit free above.
Once a Slimy Grenade has detonated, it has no further effect. This means that walking across an area that was entangled by a Sticky Grenade does not have any ill effects; the substance the webbing is made from dries and hardens to a rubbery consistency very quickly, and will not ensnare anyone who was not caught in the initial blast area.
|
|
« Last Edit: April 12, 2010, 07:31:16 pm by Lukipela »
|
Logged
|
What's up doc?
|
|
|
|
|
|
|
|
|
|
|
Pages: 1 ... 4 5 [6] 7
|
|
|
|
|