Difference between revisions of "Fuse Bombs"

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

Revision as of 11:42, 13 August 2021

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.


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.