Lay Mine / Set Bomb
Skill Tree
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Cost
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50 sp |
Requirements
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17 Intelligence |
ID
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Tinkering_LayMine |
You may lay down grenades as mines or set them as bombs. |
Grants two activated abilities: Lay Mine and Set Bomb, which plant a grenade or similar object as an explosive trap.
Lay Mine converts an explosive in the player's inventory into a mine, increasing its weight threefold and arming it on an adjacent square. The next creature to step on that square (including the player) will cause the mine to explode as if the original grenade was detonated at their location.
Set Bomb prompts for a timer (between 1 and 10 rounds) and converts the selected grenade into a bomb which will detonate automatically after that time.
Mines and bombs triple the weight of the original grenade. They may be detonated prematurely upon taking damage, such as from explosions. They may be defused for collection or disassembly, but have an Intelligence and tier-based chance to explode immediately (the chance is displayed prior to the attempt). Defused mines and bombs may be re-laid without this skill.
These abilities may not be used with sower's seed.
Additionally, Lay Mine / Set Bomb grants a passive +4 bonus on mine/bomb disarming saves.
Factions That Teach Lay Mine
Lay Mine / Set Bomb is not taught by any of Qud's persistent factions. However, procedurally generated factions such as village factions can teach randomly chosen skills as part of their water ritual.
Creatures That Have Lay Mine
No creatures have this by default.
Tips
- These abilities take only a single turn, much less than Deploy Turret.
- Difficult enemies can be lured across zone boundaries into minefields.
- EMP bombs can be used to carefully disable a turret or start fires from behind cover.
- The explosion from a Hand-E-Nuke will not travel up or down stairs, making Set Bomb one of the few "safe" ways to use it.
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