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#3 |
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Join Date: Jul 2008
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I don't think they're quite as delicate as that?
They've got 8 HP and I don't see any Fragile (Unnatural). So it takes at least 16 HP to put them down, and with HT 10 they've got a decent chance of not dying at that point. That's enough that their fratricidal tendencies don't trivially lead to a chain reaction. The fireball damage is actually very minor for fratricide, unless you're packing more than one of them to a hex. At one yard it's only 1d burning, which stings but poses little threat. Incidentally, this is also why front-line PCs aren't that doomed - all the explosion damage comes in 1d packets, which good armor can pretty easily control. The frags, on the other hand, can hit two or rarely three times...and with three 1d frags (or high rolls on two) you might pop a doomchild. So there's some risk. I'm up too late at the moment to work out any numbers, but yeah, running a bunch of them over exposed ground with 1 yard spacing just might make a mess. Of course, with SM -1 they might contrive to get close before you see them...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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| Tags |
| combat, dungeon fantasy, dungeon fantasy 2, explosion, self destruct |
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