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Grenade Impeller: Difference between revisions

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144 bytes removed ,  22 July 2024
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{{Infobox statistics
{{Infobox creature
| name = Grenade Impeller
| name = Grenade Impeller
| image = Grenade Impeller.png
| image = Grenade Impeller.png
| imagesize = 0.7
| initiative =   
| initiative =   
| proficiency_bonus =
| prof bonus =
| hit_points = 12
| hp = 12
| weight_kg =
| weight kg =
| weight_lb =
| resistances = Piercing resistant full, Necrotic resistant full, Cold resistant full, Radiant resistant full, Thunder immunity, Fire immunity, Psychic immunity, Poison immunity, Bludgeoning vulnerability, Lightning vulnerability
| resistant1 = Piercing
| conditions = Sturdy
| resistant2 = Necrotic
| resistant3 = Cold
| resistant4 = Radiant
| immune1 = Thunder
| immune2 = Fire
| immune3 = Psychic
| immune4 = Poison
| vulnerable1 = Bludgeoning
| vulnerable2 = Lightning
 
| condition1_name = Sturdy
| condition1_description = This material is rather strong. Only a hit that deals at least 10 damage can damage it.
}}
}}


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== Notes ==
== Notes ==
* After firing a [[Concussion Grenade]], the grenade impeller gains {{cond|Recharging}} and becomes disabled for 1 turn.
* After firing a {{SmRarityItem|Concussion Grenade}}, the grenade impeller gains {{cond|Recharging}} and becomes disabled for 1 turn.
* Concussion Grenades gain {{cond|About to Explode}} after being left on the ground for one turn. Picking up the grenade in this state will lead to it exploding in the owner's inventory at the start of the next turn.
* Concussion Grenades gain {{cond|Quickly Ticking Mine}} after being left on the ground for one turn. Picking up the grenade in this state will lead to it exploding in the owner's inventory at the start of the next turn.
* Concussion Grenades gain {{cond|Unstable Ballistics}} on [[Tactician]] or [[Honour Mode]], preventing them from being picked up entirely.
* Concussion Grenades gain {{cond|Unstable Ballistics}} on [[Tactician]] or [[Honour Mode]], preventing them from being picked up entirely.

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