No edit summary |
No edit summary |
||
| Line 2: | Line 2: | ||
-->{{weaponmenu}}<!-- | -->{{weaponmenu}}<!-- | ||
-->{{weaponitem|name=Electronet|id=electronet|group=Heavy Weapon (ammunition)|book=Scum and Villainy|page=50|cost=2,000|size=Medium|weight=5kg|availability=Restricted|damage=—|stun=3d8|type=—|modes=Single|text=<p class="single nomargin">The Electronet is a special weapon frequently employed by [[Bounty_Hunter_( | -->{{weaponitem|name=Electronet|id=electronet|group=Heavy Weapon (ammunition)|book=Scum and Villainy|page=50|cost=2,000|size=Medium|weight=5kg|availability=Restricted|damage=—|stun=3d8|type=—|modes=Single|text=<p class="single nomargin">The Electronet is a special weapon frequently employed by [[Bounty_Hunter_(archetypes)|bounty hunters]] to bring down fleeing prey. An electronet acts as a [[Grenades|grenade]] that can only be fired from a [[Grenades#launcher|grenade launcher]]. When an electronet is fired from a grenade launcher, target a 2×2 square area and make an attack roll, omparing the result to the [[Reflex Defense]] of each target in the area. If a target is hit, it takes stun damage from the electronet and is grabbed as per the normal rules for a [[Projectile_Weapons#net|net]]. Each round, at the beginning of your turn, any targets still trapped by an electronet take stun damage from the weapon at its normal amount.</p>}}<!-- | ||
Latest revision as of 20:53, 28 September 2025
Electronet
Heavy Weapon (ammunition)
Scum and Villainy, page 50.
Cost: 2,000 Weight: 5kg Availability: Restricted
Damage: — Stun: 3d8 Type: — Mode(s) Single
The Electronet is a special weapon frequently employed by bounty hunters to bring down fleeing prey. An electronet acts as a grenade that can only be fired from a grenade launcher. When an electronet is fired from a grenade launcher, target a 2×2 square area and make an attack roll, omparing the result to the Reflex Defense of each target in the area. If a target is hit, it takes stun damage from the electronet and is grabbed as per the normal rules for a net. Each round, at the beginning of your turn, any targets still trapped by an electronet take stun damage from the weapon at its normal amount.
