Equipment: Part 3 – Grenades

The third in our series of Equipment for the Spaceship 47 game. Today’s topic is Grenades – our one-use friend of destruction.

Grenades work differently to other weapons in two ways. They can only be used once and they will always go off. However, they may not go off where the player wants them to. An ability (denoted on the Grenade’s card) is used when attacking with a grenade to see how close to the intended hex the grenade actually gets. The player rolls a number of d12s equal to the Heroes’ appropriate ability score. A d12 that is 7 or higher is deemed to be a success. Depending on how many successes the player gets determines how close to the intended target the grenade gets. If the grenade does not land in its intended hex, the following is used to determine which direction the grenade’s target hex actually is. There will be one of these direction hexes on each mission map.

Random

A hex, with the numbers 1-12 in pairs around the six sides of the hex.

I only have four grenades at the moment. I would like more but I could probably start playing a game with just these four.

Fireball
The go-to for many as there is something satisfyingly primal about 
causing a large explosion.
Range: 10 hexes    Ability: Physique
#   Effect
0   Destination hex is 2 hexes from intended hex in random direction
1   Destination hex is 1 hex from intended hex in a random direction
2-3 Destination hex is the intended hex
Effect: All creatures in Burst 3 of destination hex take 4 damage.
Phantom Grenade
When this grenade explodes it appears to do nothing at first. But 
those standing just a little bit further away feel the full force of it.
Range: 10 hexes     Ability: Visual
#   Effect
0    Destination hex is 2 hexes from intended hex in random direction
1    Destination hex is 1 hex from the intended hex in a random direction
2-3  Destination hex is the intended hex
Effect: All creatures 2 or 3 hexes away from the destination hex take 
3 damage. Those creatures in the 6 hexes adjacent to the destination hex 
take no damage.
Nanobot Storm
These flying nanobots can be programmed to hit 3 different targets.
Range: 10 hexes      Ability: Intelligence
#    Effect
0    Destination hex is 1 hex from intended hex in random direction
1-3  Destination hex is the intended hex
Effect: The closest enemy to the destination hex takes 5 damage. 
A second enemy (chosen by the player) within 3 hexes of the first 
target takes 4 damage. 
A third enemy (chosen by the player) within 2 hexes of the second 
target takes 2 damage
Wormhole Spheres
This pair of smooth black spheres allow you to create a small wormhole
Range: Two hexes within 10 hexes of you and each other  Ability: Vision
Special: You target two hexes as the intended target. Make one roll 
for each targeted hex. 
#    Effect
0    Destination hex is 1 hex from intended hex in random direction
1-3  Destination hex is the intended hex
Effect: These spheres only work when they are within 10 hexes of each 
other. When switched on, they allow any creature to travel between the
two hexes they occupy at the cost of 1 movement. Any material following
a trajectory that takes it in to one occupied hex moves to the other hex 
with no penalty. When a projectile exits a wormhole sphere it is 
travelling in the same direction as when it entered the first Wormhole 
Sphere.

If you can think of a cool idea for a grenade, let me know in the comments below or via twitter @paulbaalham.

This was the last past of the year. I hope you guys have a great Christmas and I will resume writing in the new year!

 

 

 

 

 

 

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