Difference between revisions of "Fuse Bombs"
(4 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
[[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]] | ||
''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.'' | |||
<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
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
- 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