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 GRENADES

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PostSubject: GRENADES   Wed 8 Jul - 23:36

GRENADES



Area of Effect: (1 meter/hex radius)
Critical: 20-20 (x2)
Range: 10 meters/hex
Size: Small
Quality: Can be used with Grenade Launcher, can be planted as mines to add 100% damage.
Use: Attack skills
Mine Use: Character can spend a turn to plant a grenade as a mine within 1 hex/meter radius from himself. If your demolitions is higher than awarness of hostiles, your mine is hidden. Planting Mines requires your turn, while activating is a free action and can be done any time. If anyone steps on that field mine will detonate itself. You can stack 2 mines per hex field.

Grenade was a catch-all term for any self-contained explosive device, usually thrown by hand, but sometimes launched from a grenade launcher, which was useful in infantry combat.

A small sized species can carry 50 grenades, medium sized species can carry 100 grenades, and big sized species can carry 150 grenades. Grennades are throwable weapons and ammo, which means they are consumed on use. A character must purchase new grenades with credits to be able to use them. Price of grenades differs depending on their type or stack. Grenades are always sold in stack of 10, 20, 30, 40, 50, 60, 70, 80, 90, and 100 grenades. Beneath there will be listed a price of each type of grenade individually.

Adhesive Grenade: 5 Credits (Stack of 10 = 50 credits)
Cold Grenade: 15 Credits (Stack of 10 = 150 credits)
Fire Grenade: 15 Credits (Stack of 10 = 150 credits)
Flash-Bang Grenade: 10 Credits (Stack of 10 = 100 credits)
Gass Grenade: 15 Credits (Stack of 10 = 150 credits)
Bacta Grenade: 20 Credits (Stack of 10 = 200 credits)



Last edited by StoryGuide on Thu 9 Jul - 2:33; edited 4 times in total
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PostSubject: Re: GRENADES   Wed 8 Jul - 23:44

ADHESIVE GRENADES

Damage: No damage
Use: Attack skills + Demolitions
Counter: Strenght
Root Effect Duration: 1 Turn per 5 Total Ranks in Demolition

If target fails strenght check against demolitions, target will be root in place. This target can still use range attacks, but it cannot move from the spot until root effect duration expires.

The adhesive grenade was a type of grenade used during and after the Jedi Civil War, around 4000 BBY. Designed as a method of riot control, the adhesive grenade exploded with an incredibly sticky substance that anchored a target to the ground and slowly dissolved so as not to trap targets for long periods of time.


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PostSubject: Re: GRENADES   Thu 9 Jul - 0:02

COLD GRENADES

Damage: 1-10 Cold
Use: Attack skills + Demolitions
Counter: Fortitude 1/2, Tutaminis, Ray Shield
Chill/Freeze Effect Duration: 1 Turn per 5 Total Ranks in Demolition

Chill Effect is a slow debuff. Chilled targets have their attack and damage reduced by 50%. Chilled target suffer 50% more damage from any fire source. Chilled targets are not immune to burning effect, while frozen targets are immune to burning effect.

Frozen effect is a more powerful debuff. Frozen targets cannot perform any actions and all attacks made against them are automatic hit unless they roll 1. Melee damage against frozen targets is increased by 50%.

A cold grenade was a type of grenade which exerted pressurized gas that froze objects when it made contact with the outside world. This made a form of ice. This type of grenade was not commonly used and was only used by trackers/bounty hunters that intended on capturing their victims alive. It is believed that this type of grenade stopped being produced at the end of the Jedi Civil War, though some variants of this were still in use during the Clone Wars.

Revan once acquired a special cold grenade on Korriban. He later used this grenade to freeze a pathway that would lead him to a Star Map.


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PostSubject: Re: GRENADES   Thu 9 Jul - 0:15

FIRE GRENADES

Damage: 1-15 Fire
Use: Attack skills + Demolition
Counter: Reflex 1/2, Tutaminis, Ray Shield
Burning Effect Duration: 1 Turn per 5 Total Ranks in Demolition
Burning Effect Damage: 1 DPS per 5 Total Ranks in Demolition
Burning Effect Armor DR penalty: 10%

If target fails Reflx save against Demolition and Health Points are affected with fire damage, burning effect applies. During burning effect, target suffers fire damage over time and penalty of DR on their armors, which means armored target are subject to suffer of higher damage. You cannot apply burning effect on targets that success on reflex save or on shielded enemies. Base damage still applies on the shield points, and if shield points are not destroyed, the burning effect will fail. Burning targets are immune to chill and freeze effect.

Fire grenades were a special type of hand grenade that released a quick burst of an incendiary agent which was very quick to ignite. The burns generally incapacitated the victims for a short while, but tough or well protected targets were known to ignore them. Such was the case with Jedi Sentinels and soldiers with many years of experience, like Canderous Ordo, the first leader of the Mandalorians following the Mandalorian Wars.

A Special Fire Grenade was found by Revan in Tomb of Naga Sadow on Korriban, during his quest for the Star Forge.

A cache of fire grenades were found on Tatooine when the Jedi Padawan Obi-Wan Kenobi was attempting to rescue Queen Amidala.
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PostSubject: Re: GRENADES   Thu 9 Jul - 1:30

FLASH-BANG GRENADES

Damage: No damage
Use: Attack skills + Demolitions
Counter: Fortitude
Blindness/Deafness Effect Duration: 1 Turn per 5 Total Ranks in Demolition

If target fails fortitude check against demolitions, target will be blinded and defaned. This target will be unable to roll defenses or offenses during blindness duration, as all awarness rolls are automatic faliure. Target is subject to sneak/flank attack from any side. Species that do not relay on sight/hearing or have no eyes (example Miraluka), are not affected by Flash Grenade.

A flash-bang grenade, also known as flash bomb, was a weapon that, when thrown, blinded and deafened the target rather than harming them, allowing the user to either attack or flee.
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PostSubject: Re: GRENADES   Thu 9 Jul - 1:36

GASS GRENADES

Damage: 1-5 Bio
Use: Attack skills + Demolition
Counter: Fortitude 1/2, Ray Shield, Medicine
Poison Effect Duration: 1 Turn per 5 Total Ranks in Demolition
Poison Effect Damage: 5 DPS per 5 Total Ranks in Demolition

If target fails Fortitude save against Demolition bio damage applies over time.

Gas grenades were hand grenades that upon impact, deployed an airborne chemical agent that incapacitated targets. It also had the secondary effect of filling the blast area with a temporary smokescreen. Some gas grenades were more lethal, such as the FEX-M3 nerve gas grenade and poison grenade. Droids were immune to the grenades' effects as they did not breathe. Some beings, such as the Gand, were likewise immune due to the fact that they wore breath masks. Some Jedi were able to use the Force to rid themselves of the poison.
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PostSubject: Re: GRENADES   Thu 9 Jul - 1:54

[quote="StoryGuide"]
BACTA GRENADES



Heal: 1-5 Bio
Use: Attack skills + Demolition
Counter: None
Heal Effect Duration: 1 Turn per 5 Total Ranks in Demolition
Heal Effect Ammount: 5 HP per 5 Total Ranks in Demolition
Bonus Healing Effect Ammount: 1 HP per 5 Total Ranks in Medicine skill

This grenade has no effect on non organic beings. Careful to not heal enemies!

A bacta grenade was a long–ranged healing device that contained bacta, a type of synthetic healing fluid. Bacta grenades were thrown near wounded individuals who were too far away for medics to administer conventional healing. When activated and thrown, the grenade's halves would separate and bacta would spray out.
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