Grenades
Filling a fist-sized bottle, or otherwise-rigid container, with an explosive compound and some sort of timer or trigger, you've created a throw-able explosive!
These have a blast radius of only 1 tile and give a +1 to your To-Hit rolls.
Each one deals 1d10 damage to everything and everyone (including allies) within the blast radius.
You can throw a Grenade anywhere within 5 tiles, so long as you have line-of-sight of your target.
Note: These are the only throwables that can be augmented or altered; to do this craft up to 5 Grenades then craft/cast any ability on those 5 (minimum 1, maximum of 5 at a time) Grenades. Using Elemental Weaponry, Corrupt Elemental Weaponry, Upgrades Of Fergus, or Biolelectric Augments will consume one augment per set of up-to five (5) grenades; although you may use one (1) augment per grenade instead of one (1) per five (5) if you so desire, it'll just be most costly in the long term. The result is a Grenade that has the effect and damage of both abilities (the grenade and whatever it was augmented/altered with).
You can make up to a batch of 5 Grenades per crafting Action, with each Grenade costing 3 Materials.
You may only carry up to 10 Grenades of any type at one time.
Cost: 3 Materials
Speed: Action
Damage: 1d10 damage in radius of 1 tile
Other: +1 to To-Hit while using this weapon
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