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Grenade Impeller: Difference between revisions
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== Notes == | == Notes == | ||
* After firing a [[Concussion Grenade]], the grenade impeller gains {{cond|Recharging}} and becomes disabled for 1 turn. | * After firing a [[Concussion Grenade]], the grenade impeller gains {{cond|Recharging}} and becomes disabled for 1 turn. | ||
* Concussion Grenades gain {{cond| | * Concussion Grenades gain {{cond|Quickly Ticking Mine}} after being left on the ground for one turn. Picking up the grenade in this state will lead to it exploding in the owner's inventory at the start of the next turn. | ||
* Concussion Grenades gain {{cond|Unstable Ballistics}} on [[Tactician]] or [[Honour Mode]], preventing them from being picked up entirely. | * Concussion Grenades gain {{cond|Unstable Ballistics}} on [[Tactician]] or [[Honour Mode]], preventing them from being picked up entirely. |
Revision as of 00:00, 5 May 2024
Grenade Impeller | |
---|---|
Stats | |
Hit points | 12 |
Resistances | |
Immune | Thunder, Fire, Psychic, Poison |
Resistant | Piercing, Necrotic, Cold, Radiant |
Vulnerable | Bludgeoning, Lightning |
Conditions | |
| This material is rather strong. Only a hit that deals at least 10 damage can damage it. |
The Grenade Impeller is a device found in Wyrm's Rock Fortress that will fire a Concussion Grenade at enemies that move in front of it. These devices will only become active during combat.
Notes
- After firing a Concussion Grenade, the grenade impeller gains and becomes disabled for 1 turn.
- Concussion Grenades gain after being left on the ground for one turn. Picking up the grenade in this state will lead to it exploding in the owner's inventory at the start of the next turn.
- Concussion Grenades gain on Tactician or Honour Mode, preventing them from being picked up entirely.