Difference between revisions of "Fuse Bombs"

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[[Category:Goblins of No-Dan-Kar]]
[[Category:Goblins of No-Dan-Kar]]
[[Category:Artifacts]]
[[File:card_goblin_fusebombs.jpg|thumb|Fuse Bombs]]
[[File:card_goblin_fusebombs.jpg|thumb|Fuse Bombs]]


When Cyanhur is equipped with Fuse Bombs he can throw one of them per round. This action is considered to be a shot. These projectiles have a range of 15 cm (it is always a short range). In every round Cyanhur can use one or the other of the two following types of bombs:
''Being an assassin requires a certain number of primordial qualities. One of the most important ones is surely discretion. A good killer for hire must know how to melt silently into the shadows of the night. Then again, a trip up can happen to anyone… In this case a great din and a slight panic can prove themselves a lot more useful than silence to allow the clumsy killer to slip away.''


* '''Smoke Bomb''': The player selects a point within 15 cm or less of Cyanhur. No Aim test is required. The cloud of smoke that appears is an obstacle that blocks lines of sight at altitude level 0 within a radius of 5 cm around the chosen point. It is nevertheless possible to move through the cloud, and range effects that don’t require a line of sight can cross it. This effect lasts until the end of the round.
<div class="toccolours mw-collapsible mw-collapsed">
'''Fuse Bombs Original Card Text'''
<div class="mw-collapsible-content">Cyanhur can throw one Fuse Bomb per Firing phase. They have a range of 15 cm. (The Firing range is always a Short one.) Cyanhur has two types of Fuse Bombs.
*'''Smoke Bomb''': No Aim Roll is necessary. Place a Confrontation card at the chosen point. All lines of sight are blocked in the area covered by the card. This effect lasts until the beginning of the next Firing phase.


* '''Cluster Bomb''': If the Aim test is passed, then the bomb inflicts a Damage roll (STR 10) on its target and a Damage roll (STR 3) on all miniatures (friend or foe) located even partially within 3 cm or less around the target.
*'''Cluster Bomb''': Throwing this type of bomb requires an Aim Roll. The Cluster Bomb inflicts a Wound of Strength 10 on its target and a Wound of Strength 3 on all figurines within 3 cm of the target, even if their base is only partly in the area of effect.
Roll a D6 before each use of a Fuse Bomb. On a 1 the bomb is a dud and does not explode.
 
Fuse Bombs are reserved to Cyanhur.
 
Cost: 11 AP
</div>
</div>
 
== Confrontation 3 Revision ==
When [[Cyanhur]] is equipped with Fuse Bombs he can throw one of them per round. This action is considered to be a shot. These projectiles have a range of 15 cm (it is always a short range). In every round Cyanhur can use one or the other of the two following types of bombs:
 
*'''Smoke Bomb''': The player selects a point within 15 cm or less of Cyanhur. No Aim test is required. The cloud of smoke that appears is an obstacle that blocks lines of sight at altitude level 0 within a radius of 5 cm around the chosen point. It is nevertheless possible to move through the cloud, and range effects that don’t require a line of sight can cross it. This effect lasts until the end of the round.
 
*'''Cluster Bomb''': If the Aim test is passed, then the bomb inflicts a Damage roll (STR 10) on its target and a Damage roll (STR 3) on all miniatures (friend or foe) located even partially within 3 cm or less around the target.


Before each use of a Fuse Bomb, 1d6 is to be rolled. A "1" means that the bomb does not explode.
Before each use of a Fuse Bomb, 1d6 is to be rolled. A "1" means that the bomb does not explode.


Fuse Bombs are reserved to Cyanhur.
Fuse Bombs are reserved to Cyanhur.
Cost: 11 AP

Latest revision as of 19:13, 5 July 2022

Fuse Bombs

Being an assassin requires a certain number of primordial qualities. One of the most important ones is surely discretion. A good killer for hire must know how to melt silently into the shadows of the night. Then again, a trip up can happen to anyone… In this case a great din and a slight panic can prove themselves a lot more useful than silence to allow the clumsy killer to slip away.

Fuse Bombs Original Card Text

Cyanhur can throw one Fuse Bomb per Firing phase. They have a range of 15 cm. (The Firing range is always a Short one.) Cyanhur has two types of Fuse Bombs.
  • Smoke Bomb: No Aim Roll is necessary. Place a Confrontation card at the chosen point. All lines of sight are blocked in the area covered by the card. This effect lasts until the beginning of the next Firing phase.
  • Cluster Bomb: Throwing this type of bomb requires an Aim Roll. The Cluster Bomb inflicts a Wound of Strength 10 on its target and a Wound of Strength 3 on all figurines within 3 cm of the target, even if their base is only partly in the area of effect.

Roll a D6 before each use of a Fuse Bomb. On a 1 the bomb is a dud and does not explode.

Fuse Bombs are reserved to Cyanhur.

Cost: 11 AP

Confrontation 3 Revision

When Cyanhur is equipped with Fuse Bombs he can throw one of them per round. This action is considered to be a shot. These projectiles have a range of 15 cm (it is always a short range). In every round Cyanhur can use one or the other of the two following types of bombs:

  • Smoke Bomb: The player selects a point within 15 cm or less of Cyanhur. No Aim test is required. The cloud of smoke that appears is an obstacle that blocks lines of sight at altitude level 0 within a radius of 5 cm around the chosen point. It is nevertheless possible to move through the cloud, and range effects that don’t require a line of sight can cross it. This effect lasts until the end of the round.
  • Cluster Bomb: If the Aim test is passed, then the bomb inflicts a Damage roll (STR 10) on its target and a Damage roll (STR 3) on all miniatures (friend or foe) located even partially within 3 cm or less around the target.

Before each use of a Fuse Bomb, 1d6 is to be rolled. A "1" means that the bomb does not explode.

Fuse Bombs are reserved to Cyanhur.

Cost: 11 AP