Flash
Defence
Described in: Core book
Flash projector, helmet-mounted flammable magnesium dispenser, strobing lights on outer visor
Slots requirements
1
15 GP
This module emits a strong blinding flash designed to disorient targets in contact range. If the enemy’s Flesh aspect is lower than 8, they automatically suffer a stun 1 effect (no attack roll required).
| Activation | Duration | Reach | Energy |
|---|---|---|---|
| None | 1 turn / 10 seconds | Contact - ≤5ft | 2 |
| Effect(s) | Damages | Violence | Informations / Condition |
|---|---|---|---|
| Radiance (2) Radiance (2) | - | - | |
| Stun (1) Stun (1) | - | - |
Flesh ≤ 8
|
| Energy | 2 |
|---|---|
| Duration | 1 turn / 10 seconds |
| Reach | Contact - ≤5ft |
| Activation | None |
| Effect(s) | Damages | Violence |
|---|---|---|
| Radiance (2) Radiance (2) | - | - |
| Stun (1) Stun (1) | - | - |
| Informations / Condition: Flesh ≤ 8 | ||