OK as a quick test let me see if I have this right. Starting simple, but maybe usefull.
Hand grenade. R0 S0 T3 V0
Weapon. Uses Combat bundle.
close range, SFX:area effect Flaw:disposable, 2 wounds.
[+1 damage (+3), area effect(+3), disposable(-3)3BP]
Industrial aged fragmentation explosive. Hand held and usefull in assaults.
Variant: pre-industrial gunpowder hand bombs; R1 S0 T2 V0
lower tech, unreliable, doesn't always explode.
Variant: Insendiary grenade. R0 S0 T3 V0
Weapon. Uses combat bundle.
close range, SFX:area effect, combust Flaw; disposable, 1 Wound
Possably banned for use on humans. Great on buildings, against zombies etc.
[area effect(+3), combust(+3), disposable(-3)3BP]
Variant: Concushion grenade R0 S0 T3 V0
Weapon. Combat.
close range, sfx:area effect, stun flaw:disposable 1 damage
[area effect(+3), stun(+3), disposable(-3)3BP]
Flash and loud bang to stum people. Used by swat teams or others intending to capture instead of kill.
Variant: Haze Grenade R0 S0 T5 V1
Weapon. Combat,
Close range. Sfx:area effect, daze, persistent flaw: disposable 1 damage*
[area effect(+3), stun(+3), persistent(+3),disposable(-3)6BP]
Used to incapacitate targets using flashing lights and high pitched sound, more humane and effective than lower tech concussion grenades.
*to use the combat bundle, it is considered a weapon, weapons do at least 1 damege. Does this damage HAVE to be physical, or can it be considered stress instead?
Anyone see any gaping flaws? Advice? Comments?
Trapping design questions/examples
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Gallowglacht
- Mist Elf
- Posts: 25
- Joined: Wed May 20, 2009 7:00 am
-
Gallowglacht
- Mist Elf
- Posts: 25
- Joined: Wed May 20, 2009 7:00 am