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InnaEquestria: Operator's Handbook

By: StimAddict on Nov 6th, 2013  |  syntax: None  |  size: 23.10 KB  |  hits: 344  |  expires: Never
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  1. http://1d4chan.org/wiki/Simple_D6  -The system, read over it to get the basics.
  2. http://jsbin.com/amemah/13  -The dicebot for it, add it to a bookmark and click to activate in order to see rolls in thread.
  3.  
  4. Welcome to RazorBack Company, Rookie.
  5.  
  6. Freeform base RP with an odd Operation here and there, ran with Simple D6 edition 1.
  7.  
  8. -List of Operators and their skills:  http://pastebin.com/pi3epQdi
  9. -List of Operator innawoods pictures: http://imgur.com/a/6UP55#21
  10. -All Previous Thread Archives:        http://pastebin.com/YwC9CTvY - THE FULL ARCHIVE AND THIS HANDBOOK ARE REQUIRED READING FOR NEW RECRUITS. FAILURE TO DO SO WILL RESULT IN BACK INJURIES, PERMANENT SCARRING OF THE FACE, AND MULTIPLE VISITS TO THE MORGUE.
  11.  
  12. We have an IRC channel on esper.net. Download KVIRC and join #OiE or use www.esper.net and join #OiE from there.
  13.  
  14. Create sensible loadout at innawoods.net and save the image. Use that as the opening image for your post AND HAVE A SECURE TRIPCODE SO WE CAN IDENTIFY YOU. What's a tripcode? Basically just another word for username. You can create a secure tripcode by doing this in the NAME field on the image board: NameGoesHere##ObviouslyAPassword
  15.  
  16. HOUSE RULES:
  17.  
  18. -Absolute MAXIMUM of 6 Operators in ANY Operation, not including a Companion NPC (DM controlled)
  19. -Only those IN THE OPERATION may host a group Skype call to prevent disasters. If you want in, and you're not on the Op? Too bad, unless you can contribute.
  20. -The DM's WILL NOT PUSH BACK TIMES FOR AN OPERATION, as Operators and DM's need to sleep! if you miss an Operation, then request in on the NEXT Operation.
  21. -WHEN A DM STATES THAT THERE IS AN OPERATION BEGINNING, -FINISH- YOUR CONVERSATIONS AS SOON AS POSSIBLE, GET THEM OVER AND DONE WITH IMMEDIATELY! FAILURE TO DO SO MAY CAUSE THOSE STILL POSTING TO GET 'LOST' FOR A WHILE. DO. NOT. DO. THIS. EVER.
  22. -READ THE THREAD! This means ALL of it, regardless. If you miss something important that was glaringly obvious, well, too bad.
  23. -You MAY NOT change your innawoods loadout unless otherwise specified. What an Operator brings with them is all they have, so keep track of items used.
  24. -1 Movement or Dodge/Evasion/Block [1d6] action, Leadership & Iron Will/Intimidate/Negotation rolls (if available), and then your character's uses of Attack/Medical/Weapon/Unique Skills. These may be performed in any order.
  25.  
  26. To join:
  27. Read system description, it contains guidelines of character creation.
  28. Make a post in the thread with subject "Character" that contains your innawoods loadout and character stats in this format:
  29.  
  30. Name: (Character Name)
  31. Position: (What position you want to take in existing squad, you may only take positions that are OPEN, or you may remain as a Free Operator)
  32. Theme: Description of your character, how they act and Operate
  33. HP: 10 (Basic HP amount)
  34. XP: (New characters do not start with extra XP)
  35. DR: Damage Reduction amount, only viable if you have armor worn.
  36.  
  37. Skill 1:
  38. Skill 2:
  39. Skill 3, etc
  40.  
  41. Character creation:
  42. 10 HP TO START
  43. HEALTH IS CURRENTLY CAPPED AT 30.
  44. SKILLS ARE CURRENTLY CAPPED AT MASTER.
  45.  
  46. ARMOR SYSTEM
  47. -Vests provide 1 Armor, called DR (Damage Reduction), but have no penalty to movement/dodge/evasion rolls. Bulk Suits provide 2 Armor, and have a penalty of -1 to above rolls. Armor = flat Damage Reduction. Unique armor may confer other bonuses or negatives.
  48. -How Armor works: OperatorA rolls a 3 using a Shotgun (+2DMG) vs OperatorB wearing a Suit, OperatorB takes 1 damage due to 2 damage being reduced via 2 Armor.
  49. -PLEASE INDICATE <Vest, <Suit, or <Unarmored at the end of your post, as well as it's DR!
  50. -If you DO NOT have armor equipped, you may add a +1 to your movement/evasion/dodge rolls, for example:
  51. [1d6+1] <Unarmored Dodge
  52. [1d6] <1DR Vest Dodge
  53. [1d6-1] <2DR Suit Dodge
  54.  
  55.  
  56. CHARACTER UPGRADES:
  57.  
  58. XP
  59. -You have 5 free XP, basically skill points, available when you begin your character, and all Operators start with 10HP. That means you can take 5 Basic skills, or 4 Basic and add +2HP for a total of 12HP, or take 1 Basic with 1 Expert, and +2HP, OR ANY OTHER COMBINATION THAT MAKES SENSE. NO, YOU MAY NOT START WITH LESS THAN 10HP.
  60.  
  61. HP: from 10-20HP, you may spend 1XP to gain +2HP. From 20-30HP, you may spend 5XP to gain +2HP. Kraut's excellent cooking has had great effect on the Operators as a whole, greatly increasing their natural vitality. (CURRENTLY LOCKED: from 30-40HP, you may spend 10XP to gain +2HP.)
  62.  
  63. SKILLS: Basic skills cost 1XP apiece. you may purchase Expert rank skill upgrades for an additional 2XP per skill, and Master rank for 10XP. (CURRENTLY LOCKED: Grandmaster rank: 20XP.) You may NOT start a Basic skill and upgrade it in or after the same Operation! That is, you may only advance a skill ONE rank per Operation, even if you do not take part in that Operation. You may only have 1 Grandmaster ranked skill overall.
  64. -Skills are currently capped at 12, that is, you may have a total MAXIMUM of 12, which includes a maximum of 3 UNIQUE skills for now. Grandmaster skills are locked off at current.
  65.  
  66.  
  67. NOTABLE SKILLS - these are notable skills that you should take note of:
  68.  
  69. -Stealth: stealth works differently in this world. The Operators have slowly been infused with minor amounts of strange and unknown energies, often rendering their sounds unheard and their movements unseen, rather than requiring solely camouflage as they would on their own worlds. Once you roll a 6, or other critical, you can ONLY be noticed with a Perception roll of the same, or higher. Once you roll a 6 or max critical, you do not need to re-Stealth unless taking an action that would break it, such as attacking or healing someone. If Stealthed on a critical, you do not need to re-Stealth after speaking quietly to someone within a very short range, or if you are ONLY taking minor actions, ie: Perception/Leadership/planting explosives/setting traps. ALWAYS roll Stealth, and then Ambush rolls in sequence.
  70.  
  71. -Ambush: if you have Basic Ambush, you may stack up to 2 critical Ambush rolls for 2 extra attacks upon entering combat (also called tokens), indicated by using extra dice rolls for melee/ranged/unique abilities, such as: 1d6 <Melee Ambush. Expert = 3, Master/Grandmaster =4. What this means is that once you enter combat, you MUST use up those saved up Ambush criticals for extra attacks on your opening turn. You may not use Ambush for the rest of that Operation, or until combat clears and you continue on. You may only add bonuses for your extra Ambush tokens if you have enchanted melee weapons/ammunition or if your offensive skill(s) has +X modifiers.
  72. -How Ambush tokens work: add ALL +X modifiers that you would normally use on your Melee/Ranged/Explosives attack rolls, as Ambush tokens are added in addition TO THAT TYPE OF ATTACK ROLL. Once you use up stored Ambush tokens, they are gone, so plan wisely. When rolling more than regular dice, you MUST hit at least 6 on your roll, thus: If you have 1d6+1 <Ambush, you must roll a 6 or higher to stack an Ambush point. ANY offensive action counts as being able to use up your Ambush tokens. If you DO NOT use your Ambush tokens on your opening turn, you may not use them afterwards.
  73. Example:
  74. [1d6+4] <Basic Ambush
  75. [1d6+4]
  76. [1d6+4] <Basic Melee
  77. [1d6+4]
  78. [1d6+5] <Charge
  79.  
  80. -Suppression Fire: useable only with LMG/HMG weaponry. At Basic, adds 1 extra [1d6-1] LMG/HMG attack roll, Expert = 2, Master = 3. This skill is capped at Master, and cannot be upgraded further. The -1 penalty is automatically countered by Enchanted Ammunition, though will suffer an additional -1 if an Operator has moved the last turn with an LMG/HMG.
  81.  
  82. -Leadership: Leadership is a passive skill that can only be used once an Operator has it as Basic. This skill may be used to to increase the rolls of specific abilities, or left open for situational specific bonuses. This can be used to buff itself, and all other skills, up to a MAXIMUM of +2, in addition to all other bonuses, and may be used with ALL other skills, so long as an Operator can be heard. This skill may ONLY be applied if an Operator/ally can hear the Operator using Leadership. If you DO NOT have a radio, or are in Stealth too far away, you will not gain any advantages from this skill. This skill may ONLY activate on 6+ rolls. If a 6+ is not rolled, then disregard. This ability MAY NOT be used to add extra bonuses to Unique skills.
  83. Example roll below would add +1 to all Ranged attacks for all Operators with a radio:
  84. [1d6: 2] <Basic Leadership: Ranged
  85. [1d6: 6]
  86.  
  87. -Iron Will: Iron Will is a passive mental skill, used to lessen the effects from Intimidation and Demoralize. How it works is this: Enemy A rolls 4 on Intimidation, Operator C rolls 3 on Iron Will. After subtracting 2 from each, Operator C is 10% shook up/disturbed/worried/scared. Effects beyond 50% can lead to preventing 1 action or worse. Rolling a 1 on Iron Will while being subjected to an Intimidate of 6 or higher may cause an Operator to lose a skill/ability for 1 turn, or have other penalties assigned at DM's discretion. At Basic: 2x 1d6+1; at Expert: 3x 1d6+2.
  88.  
  89. -Medical: medical capability in this new world is a much starker contrast, even compared to Stealth. It no longer takes weeks or months to recover from an injury, even those considered crippling or fatal. Beneficial, omnipresent energies infuse simple items, heightening their effects once applied immediately. Whether Untrained, Basic, Expert, or Master, Basic Medical is always used in addition to items, Medical Pouches or EMS (Emergency Medical Support) Bags. Operators are to ALWAYS combine their Medical skill along with any items they use.
  90. -Green Pouch/Bandages/Blood Pack/Ringer's Solution(IV) - Untrained: make a 1d6-3 roll. Basic: make a 1d6-2 roll. Expert: make a 1d6-1 roll. Master: make a 1d6 roll. Result is amount of HP restored. 2 uses per Green Pouch, 1 use per other items. Morphine simply allows you to act normally in Critically Wounded status for 4 turns, you do not need to roll for it. Only 2 items, in addition to morphine, may be used per turn. THESE ARE ADDED IN ADDITION TO YOUR MEDICAL SKILL!
  91. -EMS (Emergency Medical Support) Bag - Untrained: Make a 1d6-2 roll. Basic: Make 2x 1d6-1 rolls. Expert: Make 3x 1d6 rolls. Master: Make 4x 1d6+1 rolls. 5 uses, forces to skip next turn. Result is amount of HP restored. THIS IS ADDED IN ADDITION TO YOUR MEDICAL SKILL!
  92.  
  93. Engineering: often used in creating new items, converting older ones, or repairing damaged equipment. Can be used to set traps, build slot specific gear, or modify the same. Can be used in conjunction with tools or alone.
  94. -Multitool: Expert: +1 to success, Master: +2 to success.
  95. -Toolbox: Basic: +1 to success, Expert: +3 to success, Master: +5 to success. Forces Operator to skip their next turn.
  96.  
  97.  
  98. Hosting a Campaign:
  99.  
  100. -A DM, at any time, may offer to host a campaign. It is up to the DM to write the campaign, and direct the participating squad(s) through the DM's story.
  101.  
  102. -Once a DM has stated that he is willing to host a campaign he will state basic information such as difficulty, the number of squads needed, and a brief description of the situation. Writing is freeform, so work hard on your scenarios and take the time to refine and work on the details if you must. This shouldn't suggest that all campaigns need to be epic-tier writing, but please try to be descriptive and informative.
  103.  
  104. -Once a DM has announced a Campaign, it is up to the Operators to offer to take the job. The Operators will then deliberate upon whom will be selected to embark on that campaign WITHOUT THE DM'S INFLUENCE, or the DM may ask for individuals to roll for the opportunity if the Operators cannot agree upon whom will go.
  105.  
  106. -Campaign starts with DM making an announcement post with details, possible limitations (like limitations on gear), number of squads he needs and similar things. Campaign is played in turns which are started and ended by DM. RULE #1: ONLY -ONE- OPERATOR POST PER DM POST, DO NOT GO OVER THIS UNLESS TOLD OTHERWISE! RULE #2: IF THE DM POSTS 1/2 IN THE SUBJECT BOX OR AT THE BOTTOM OF THEIR POST, WAIT FOR 2/2 TO APPEAR, THEN POST, TO PREVENT CONFUSION AND ALLOW DM TO CATCH UP!
  107.  
  108. -Players are limited with ONE In-Character response (includes actions, dice rolls, & dialogue) per turn. After players have posted their actions, DM makes a response with reactions and descriptions of what happened after player influenced something. PERFORM ALL ACTIONS, SPEECH, AND ROLLS IN A SINGLE POST IF POSSIBLE! If the action that player attempts to perform has possibility of failing, he has to roll a 1d6 (with additional dice rolls if any) to determine the result of his attempt.
  109.  
  110. Examples:
  111. -Attacking a target in melee or ranged combat
  112. -Disarming a bomb or placing/throwing explosives
  113. -Healing wounds
  114. -Intimidating
  115. -Negotiating
  116.  
  117. -You have a -FREE- MOVEMENT/DODGE/BLOCK/EVASION roll as well as your COMBAT/MEDICAL/WEAPON/UNIQUE SKILL ROLLS. At the start of your next turn, once DM has posted what occurs on the last one, you may use a single [1d6] to prevent damage to yourself, and then use your action rolls. However, you may only dodge and switch weapons if you have a battle/sniper rifle/DMR, as they are NOT close ranged weapons.
  118.  
  119. ROLLING DICE
  120. If you are untrained in a particular skill, you roll   [1d6]
  121. Basic skills allow you to roll                         [1d6]   [1d6]
  122. Expert skills allow you to roll                        [1d6]   [1d6]   [1d6]
  123. Master skills allow you to roll                        [1d6]   [1d6]   [1d6]   [1d6]
  124. -NOT ALLOWED YET: Grandmaster skills allow you to roll [1d6+1] [1d6+1] [1d6+1] [1d6+1] - the +1 for a Grandmaster skill is added on top of any other +X bonuses an Operator would normally roll. An Operator may ONLY have 1 Grandmaster skill.
  125.  
  126.  
  127. Example text of an Operator using his free Evasion roll and Basic Small Arms at point blank range with Suit armor:
  128.  
  129. >The damned spider was hard to hit, and seemed about as sturdy as my trauma plate. I was getting tired, but it couldn't be helped. Performing a rather shallow combat roll under it, I was greeted with yet another frantic hammering as it's sharpened legs partially pierce the plate on my chest.
  130. [1d6-1] <2DR Suit Evade
  131. >Jacking the revolver into my hand, I took aim at it's disgustingly bright yellow body and squeeze the trigger twice because, let's face it, at this range how can I miss?
  132. [1d6+1] <Small Arms
  133. [1d6+1]
  134.  
  135.  
  136. Damage bonuses of weapons:
  137.  
  138. -Lesser Enchanted Ammunition: ADD +1 TO ALL FIREARM ROLLS, ON TOP OF ANY OTHER BONUSES!
  139.  
  140. -A NOTE BEFORE YOU READ: if you do not even have Basic skill with PARTICULAR RANGED WEAPONS, you will roll at -1 penalty. If attempting to use an LMG/HMG, you will roll at -2 penalty. In short you will roll: 1d6-1 or 1d6-2 for LMG/HMG to compensate for it. You may NOT combine long ranged AND melee skills in the same turn. You MAY, however, use a SINGLE pistol/revolver/SMG attack and SINGLE melee attack in the same turn, but you WILL lose the bonus attacks from your pistol/revolver/SMG. This may NOT be used as a charging attack. You may NOT use shotguns/combat rifles in such a manner, unless they CAN equip a blade.
  141.  
  142. SPECIAL RULES:
  143. -POINT BLANK RANGE: if you are at immediate point blank range, and have not swapped your weapons, then you may perform a point blank shot by adding +1 at the end of all your firearm rolls ONLY. After that you should switch to Melee or be overwhelmed.
  144. -^BIPOD USERS TAKE NOTICE: if you have a bipod on an LMG/HMG or a battle/sniper rifle, you may add +1 to your Ranged attack rolls, on top of any and all other bonuses, ONLY if you are not moving. This bonus DOES add to a steadied battle/sniping rifle.
  145.  
  146. -Tazer: 1 damage, flat. This weapon must be reloaded after every shot. This means upon attacking you will only cause 1 damage, and a stun if the roll is high enough. Your movement/evasion/dodge/block roll may be utilized to reload instead. Your roll is ONLY TO DETERMINE the stun effect! A roll of 1 or 2 means the opponent has resisted it's effects. A roll of 3 or 4: 1 round stun, 5: 2 rounds, 6: 3 rounds. This may not work on bosses or other special creatures indicated by the DM. After being stunned, the target may not be stunned for the next 3 turns after the stun ends.
  147.  
  148. -Crossbow/Bows: +2 damage, but must reload after every shot. Your movement/evasion/dodge/block roll may be utilized to reload instead, although shortbows and longbows are exempt from this limitation at Expert rank or beyond. Upon encountering a heavily armored target, you may want to switch weapons instead, as crossbow bolts are quite rare and limited in number that an Operator can carry.
  149.  
  150. -Pistols and SMG's (4.6mm, 5.7mm, 9x17, 9x19, .357, .410, .45ACP, etc) - +1 Damage. May empty an SMG's magazine to spread damage across numerous opponents.
  151.  
  152. -Combat Rifles (5.45x39, 5.56, 7.62x39) - +2 Damage. May empty a magazine to spread fire across numerous opponents.
  153.  
  154. -Shotguns (10, 12, 16, 20 Gauge, etc.) - +2 Damage. Special rules: if you are using a shotgun at a range determined to be too far, you must roll at -1. Point Blank range confers a +3 to all Shotgun attack rolls.
  155.  
  156. -Battle/Sniper rifles, DMR (7.62x51, 7.62x54, .300, .338, etc) - +3 damage, Recoil applies penalty of -1 on next shooting roll. You may skip a turn to steady your aim and take a shot next turn with bonus of +5 on your first dice roll. Cannot fire and move, then steady, or move and fire, then steady. The Operator MUST remain motionless or will not be able to steady their aim. On roll of 6 and greater adds penalty of -1 to the targeted enemy the next turn, ONLY if you do not switch targets.
  157.  
  158. Example of a Steadied shot with Enchanted ammunition:
  159. [1d6+6] <Expert Rifles+Steadied
  160. [1d6+1]
  161. [1d6+1]
  162.  
  163. -LMG's and HMG's (7.62x51, 7.62x54) - +3 damage, can fire after moving/dodging/evading with penalty of -1 on shooting roll. On roll of 6 and greater adds penalty of -1 to target and enemy troops nearby for 1 turn.
  164.  
  165. -Specialized Anti-Armor/Personnel Calibers (.408CHY, .450 Bushmaster, .458 SOCOM, ,50 Alaskan, .50 Beowulf, .50 BMG, etc.) - +4 damage, penetrates 1DR on target. If used in a Sniping rifle, use Battle/Sniper rifle rules. If used as in HMG, use HMG rules.
  166.  
  167. -M134: +5 damage. Cannot attempt to move/dodge/evade and fire in the same turn due to this weapon's immense weight. An Operator using this weapon may only BLOCK damage done to him. On a roll of 6 or greater adds penalty of -1 to enemies near the target for 1 turn. Can fire at up to 3 targets close together with no penalties.
  168.  
  169. -Melee (Knives, swords, axes, shovels, etc.) - +1 damage. Adds a 1d6+1 roll, as well as any other +X modifiers, for being in close range or charging, indicated by: <Close Range Melee or <Charge (ONLY if moved in the direction of the enemy before attacking). NOTE: when attacked while in Melee range, you will use ALL your melee rolls to attempt to counter and riposte damage done towards you. If your result is higher, then you deal ALL damage leftover to the target, mitigated by target's DR/remaining evasion/block tallies. If your weapon is enchanted, add it's bonus and element, indicated by <ElementTypeGoesHere, such as <Fire.
  170.  
  171. Example:
  172. [1d6+1] <Charging
  173. [1d6] <Basic Melee
  174. [1d6]
  175. OR with an enchanted weapon:
  176. [1d6+2] <Close Range
  177. [1d6+1] <Basic Melee
  178. [1d6+1]
  179. [1d6] <Fire
  180.  
  181. Explosives: can be thrown either by using Melee or Explosives skill, whichever is highest.
  182. -When creating a trap using explosives and Engineering items (Duct Tape, Superglue, Rope, etc.), combine both Engineering and Explosives skills to determine whether or not it has a hair trigger, or will do what's expected.
  183. -When setting OFF a trap, roll the highest of Engineering (with tools that were used) or Explosives.
  184. -When combining Explosives, you may ONLY combine a certain number at one time. If you have Basic Explosives, you may combine 2. Expert: 3. Master: 4. This is a hard cap limit, you may not go over this limit. Don't expect to be allowed to throw 4 bombshells rigged together, either, as weight is taken into consideration.
  185.  
  186. -M18 Smoke Grenade: lowers Perception checks by -3 to all those in it's radius. Dissipates in 1-4 turns, depending on conditions. Deploys a large cloud of colored smoke in a moderate area.
  187. -Flash Bang: disallows Perception checks and Stuns for 2-3 turns depending on conditions.
  188. -Tear Gas: deals a flat 1 damage. Deploys a chemical that causes the eyes to sting and skin to feel as if it is on fire to enemies and allies in it's radius, lowering Perception checks by -3. Dissipates in 1-4 turns depending on conditions.
  189. -Poison Gas: deals a flat 2 damage per turn in the cloud. Any number of toxins or nerve agents designed to kill living beings. Depending on conditions, may kill an enemy/ally in close range whom does not move out of the cloud immediately.
  190. -Molotov: +1 damage. Any number of flammable liquids in a glass bottle or jar, lit via cloth. Enough flammable material to continuously burn an Operator sized enemy for 2 turns. Causes 1 burn damage per turn for 2 turns.
  191. -Spray Can+Lighter: +1 damage. An extremely close range petrol-based flammable concoction propelled by compressed gasses, with a lighter taped to the front. Causes 1 Burn damage per turn for 2 turns.
  192. -White Phosphorous: +2 damage. Covers a moderate area in 4+,000 degree white phosphorous, causing excruciating burns and blinding those nearby. Causes 4 burn damage per turn for 2 turns.
  193. -Claymore: +3 damage. An explosive device that sends out 700 steel BB's in a 70' degree cone. Inflicts Bleeding status.
  194. -Gas Can Bomb: +3 damage. A 5-gallon fuel canister with an explosive charge generally taped to the side. Upon detonation, sends out a spray of burning petrol to a moderate area with a mediocre detonation. Causes 2 burn damage per turn for 2 turns.
  195. -Shrapnel Grenade: +3 damage. Inflicts a 1 round stun on a critical if an enemy/ally is in the epicenter or within close range. Inflicts Bleeding status.
  196. -Grenades, thrown M67 or weapon fired/mounted: +4 damage. Moderate detonation and scattered shrapnel causes damage in a relatively small area to enemies and allies. Inflicts a 1 round stun on a critical if an enemy/ally is in the epicenter or within close range.
  197. -Messenger Bag Bomb: +5 damage. A sling bag loaded with low grade explosives. Moderate detonation with a high-pressure shockwave. Inflicts a 1 round stun if an enemy/all is in the epicenter or within close range. Inflicts Bleeding status.
  198. -High Explosive (HE) Grenade: +6 damage. A much more powerful version of the typical F1 'Pineapple' fragmentation grenade. Inflicts a 2 round stun if an enemy/ally is in the epicenter or within close range.
  199. -C-4: +6 damage. Small, localized explosive with great power and a large number of options to set it off. Can be hidden and deployed in any number of manners. Inflicts a 1 round stun if an enemy/ally is in the epicenter or within close range. May inflict Bleeding status with multiple criticals.
  200. -Bombshell: +10 damage. A large artillery shell, rigged to detonate. Has a massive radius, inflicts a 1 round, or 2 round stun on a critical and Bleeding status. May shock enemies and allies with a critical detonation.
  201. -Large Bag Bomb: +10 damage. A chain of explosive materials, grenades, or devices, propelling shrapnel components and rigged to detonate in sync. Has a moderate radius, inflicts a 1 round, or 2 round stun on a critical and Bleeding status. May shock enemies and allies with a critical detonation.