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]]


==Confrontation 3 Revision==
''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.''
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.
<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