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<u>'''FIELD ALCHEMY'''</u>
 
<u>'''FIELD ALCHEMY'''</u>
  
All have a range of thrown (range 5/10/20) or can be set with an clockwork timer (Requires a Mechanika -2 skill check to properly set) up to 5 minutes after activation.
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All have a range of thrown (range 5/10/20) or can be set with an clockwork timer (Requires a Repair -2 check to properly set) up to 5 minutes after activation.
 
:'''Alchemical Grenade''' [Seasoned]: filled with volatile powders, when throw all targets within a Medium Burst Template take 2d8 damage, AP-4. Cost 100, Wt. 2
 
:'''Alchemical Grenade''' [Seasoned]: filled with volatile powders, when throw all targets within a Medium Burst Template take 2d8 damage, AP-4. Cost 100, Wt. 2
 
:'''Cinder Bomb''' [Veteran]: filled with vitriolic fire compounds, when thrown all affects targets in a Medium Burst Template take 2d8 fire damage. All targets must then make an Agility -2 (-4 if attacker got a raise) check or catch fire, suffer 2d6 fire damage every round after that. Putting oneself out is an Action and an Agility -2 check. A raise ends the damage without an Action. Rolling on the ground adds +2 to check and emersion in water automatically ends the burning. Targets on fire are Distracted. Cost 150, Wt. 2
 
:'''Cinder Bomb''' [Veteran]: filled with vitriolic fire compounds, when thrown all affects targets in a Medium Burst Template take 2d8 fire damage. All targets must then make an Agility -2 (-4 if attacker got a raise) check or catch fire, suffer 2d6 fire damage every round after that. Putting oneself out is an Action and an Agility -2 check. A raise ends the damage without an Action. Rolling on the ground adds +2 to check and emersion in water automatically ends the burning. Targets on fire are Distracted. Cost 150, Wt. 2

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