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Shadows of Brimstone: City of the Ancients» Forums » Rules

Subject: Bandido Dynamite Factory (Sinister Laugh) rss

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Gaist Heidegger
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Hello!

We've been wrangling Shadows of Brimstone again and one of the gang went with the Bandido & a dynamite focus. As we played one particular mission, with grit on rolls of 1 or 2 for movement along with Sinister Laugh (chance to regain grit with every kill) in the mix he as getting a ton of grit left and right--and dumping it into dynamite every time he got to two consistently, frequently 'in reaction' to capping out his grit again (similar to immediately spending excess grit to move.)

Well, it went extraordinarily well for him as it turns out--maxing out his side bag and dynamite satchel in short order and generally being able to lob dynamite all over the place. At some point, he started getting too much dynamite to even carry, so he wanted to start selling sticks to other characters for $50 a pop to keep making more dynamite.

Realizing that the usefulness of this is invariably going to drop off against tougher enemies (this happened to be the Swamp mission fighting exclusively Hungry Dead + Corpse Piles--so Sinister Laugh was generating boatloads of grit) is this generally expected performance / behavior for a dynamite focused Bandido, or did we inadvertently mess something up?
 
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James Turner
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Seems to line up with my brief experience with the Bandido and dynamite. That playstyle is SUPER fun.
 
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Jee Fu
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Yes. Get him a Cavalry Saber so he can make a Melee Attack AND throw Dynamite in the same turn!

- Jee
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Gaist Heidegger
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Silopolis wrote:
Seems to line up with my brief experience with the Bandido and dynamite. That playstyle is SUPER fun.


He really had a blast with it and the Sinister Laughter ended up being both in and out of character!


Inspector Jee wrote:
Yes. Get him a Cavalry Saber so he can make a Melee Attack AND throw Dynamite in the same turn!

- Jee


Sweet, I will pass that along. Presumably dynamite tossing follows the same rules where if you're in melee with an enemy you can't make a ranged attack that doesn't first target adjacent enemies though? Not that I think he'd be too opposed to spiking dynamite at his feet if necessary.
 
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Jee Fu
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Gaist wrote:
Presumably dynamite tossing follows the same rules where if you're in melee with an enemy you can't make a ranged attack that doesn't first target adjacent enemies though? Not that I think he'd be too opposed to spiking dynamite at his feet if necessary.

Dynamite does NOT follow this rule. This rule is only for assigning Ranged Hits that you accumulate AFTER rolling To-Hit, so it doesn't apply to things that don't fit that mechanical template. You don't get any Hits to assign with Dynamite. It just goes off whereever it lands.

Surprise: this rule doesn't apply to Melee Hits if you somehow manage to be able to assign Melee Hits to spaces more than 1 square away (like if your Hero was using a Naginata).


- Jee
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Chris Pulis
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Imagine having The Cigarette Case as your personal item as well. We had a dynamite Bandido with 3 hands, (One With Calvary Saber), That had an initiative of 3 i think. SO at the end of many Combats he just gained a dynamite (1 grit from Cigarette case, and took 1 from not acting in the last round)

He also ended up selling alot of dynamite because of this. Eventually he got a pack mule so that he could carry more dynamite. lol
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Steve Zaccardi
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darthjawa13 wrote:
Eventually he got a pack mule so that he could carry more dynamite. lol


Now that's HILARIOUS!
 
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