Marsec High Explosive: Difference between revisions
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An AP grenade is enough to blow up a swarm of Hyperworms, as they take +50% damage from explosives; the High Explosive is massive overkill. |
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A high explosive system for breaking through barriers or impassable terrain. Extra care must be taken when throwing this device. Its increased size means that it can't be thrown the same distance as a conventional grenade. | |||
[[Image:Marsec High Explosive (UFOpaedia).png|frame|High Explosive]] | [[Image:Marsec High Explosive (UFOpaedia).png|frame|High Explosive]] | ||
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* Battlescape Score: 2</td></tr></table> | * Battlescape Score: 2</td></tr></table> | ||
Explode-on-impact when thrown. RMB on grenade image in agent's hand. | |||
A strong, but heavy, <s>demolition charge</s> explosive grenade used to injure or kill stronger hostile forces, destroy building structures such as wall, ramps, fire escapes etc. and may form a crater in grassy terrain. An agent may not be strong enough to throw such a heavy device far enough to escape its blast radius, so using detonate-on-impact may not be suitable unless it is thrown from a high elevation, onto hostiles below. The timer will allow tactical placement, or dropped from flying agents, then evacuate the immediate area. A proximity mine salted with a single High Explosive works well. | |||
{{Equipment (Apocalypse) Navbar}} | {{Equipment (Apocalypse) Navbar}} | ||
Revision as of 09:42, 28 April 2022
A high explosive system for breaking through barriers or impassable terrain. Extra care must be taken when throwing this device. Its increased size means that it can't be thrown the same distance as a conventional grenade.

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Explode-on-impact when thrown. RMB on grenade image in agent's hand.
A strong, but heavy, demolition charge explosive grenade used to injure or kill stronger hostile forces, destroy building structures such as wall, ramps, fire escapes etc. and may form a crater in grassy terrain. An agent may not be strong enough to throw such a heavy device far enough to escape its blast radius, so using detonate-on-impact may not be suitable unless it is thrown from a high elevation, onto hostiles below. The timer will allow tactical placement, or dropped from flying agents, then evacuate the immediate area. A proximity mine salted with a single High Explosive works well.
