Difference between revisions of "Pyromaniac"

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Pyromaniac
 
Pyromaniac
 
}}{{#vardefine:Description|
 
}}{{#vardefine:Description|
The arsonist can inject microspores explosives in a flammable surface to trigger a violent combustion that may eventually damage the ship.
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The pyromaniac injects explosive microspores into an inflammable medium which triggers a violent combustion which is liable to do long-term damage to the ship.
 
}}{{#vardefine:Effect|
 
}}{{#vardefine:Effect|
 
*For 4 {{AP}}, start a fire in your current room.
 
*For 4 {{AP}}, start a fire in your current room.
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If yours is the only fire, it can also be deduced from the logs (or the [[NERON_Projects|Fire Detector]]) that you were present in the room when it started, so you will need an excuse not to report or extinguish it immediately.
 
If yours is the only fire, it can also be deduced from the logs (or the [[NERON_Projects|Fire Detector]]) that you were present in the room when it started, so you will need an excuse not to report or extinguish it immediately.
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 +
If you are planning to go on a fiery rampage, it may be a good idea to combo it with {{skill|Phagocyte}} in order to sustain your fire-starting abilities, or/and {{skill|Transfer}} for a second {{AP}} bar worth of fires.
  
 
Besides starting fires, your main goal will be to ''prevent the crew from fighting them:''<br>
 
Besides starting fires, your main goal will be to ''prevent the crew from fighting them:''<br>
Without {{Item|Extinguishers}} (steal/dismantle/hide) or a blueprint thereof (which happens to be very flammable), the crew will have to put their hopes in a {{skill|Firefighter}}'s chances of extinguishing them manually (especially low when he's dead), upgraded fire-fighting drones ({{skill|Green Jelly}} works wonders on those) or sheer luck with sprinklers.
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Without {{Item|Extinguishers}} (steal/dismantle/hide) or a blueprint thereof (which happens to be very flammable), the crew will have to put their hopes in a {{skill|Firefighter}}'s chances of extinguishing them manually (especially low when he's dead), upgraded fire-fighting drones ({{skill|Green Jelly}} works wonders on those), or sheer luck with sprinklers.
<BR><BR> Good rooms for making fire:<br>
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Bridge - block communication, moving ship or planet scan +broke all Xyloph`s items.<br>
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Lab - usually plants hold there. Well if you make it in close period before cycle end crew can`t safe it +broken apron +block researching +broken gravity simulator<br>
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Good rooms to start fires in:<br>
Refractory - every cycle destroy 5-7 rations +break coffee machine<br>
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* Bridge - Disturb communications, movement or planet scans, destroy Xyloph plans and books.<br>
C-A-S or C-B-S - broken oxy-tank make crew die really faster<br>
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* Lab - Usually the plants are there, as well as the apron. And the Gravity Simulator.<br>
Dorms - broken beds+shower will be really harmfull<br>
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* Refectory - Destroy rations and break the coffee machine<br>
Nexus - Broken BIOS+{{skill|Bypass}} can block crew to finish Magnetic Net project(change blocking from piloting to projecting before making fire in room) so they can not return you with both {{Item|Extinguishers}} + broken Neron`s terminal can be handy for mush-agents<br>
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* Centre Storages - Broken oxygen tanks always help, and won't be announced. Also harder to find.<br>
Eng-room - in any situation is a best choise. 3 engines(improoved AP cost or rotate or even block moving Daedalus) + Planet scanner + Antena + Chamber + Pilgred terminal<BR><br>
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* Dorms - Hurts people and blocks beds unless it can be extinguished. Can break the shower.<br>
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* Nexus - A broken BIOS after making some changes (e.g. {{skill|Bypass}}) can prevent the crew from getting the Magnetic Net so they cannot return you if you take off with the {{Item|Extinguishers}}. Broken NERON helps too, and the fire is harder to find.<br>
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* Engine room - Great damage potential with 3 engines and the combustion chamber (hamper or prevent ship movement). Also Planet Scanner + Antenna.
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Neron will announce a fire if {{skill|Defacer}} was used in a room.
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== General Effects ==
  
Skill cost many AP well get ready to spent it. Can be a good solve to combo it with {{skill|Phagocyte}}.<br> Don not forget to check Blueprints on {{Item|Extinguishers}} before start burn all around.
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* '''New action:''' {{Action Details|indent|
<br><br><br>
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|Name =
Need to check:<br> Will Neron warn about fire if {{skill|Defacer}} was used in room.
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Start a fire
<br>In mobile phone "Fire" bottom saved when you are in Patroller/Paciphae. Well what happends if you fire there? Will Fire show in alerts? Will it deal damage to Daedalus? And can it spread to bay? And will it saved if Patroller/Paciphae is destroyed.
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|Cost =
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4 {{AP}}
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|Privacy =
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Secret
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|Target =
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None
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|Effect = Start a fire in curent room.
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|Room Log =
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Hey... it's getting hot in here... [name] set the place on fire...
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}}
  
[[Category:Mush Skill]] [[Category:Skill]] [[Category:Mush]]
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[[Category:Mush Skill]]
 
{{Skills Navbox}}
 
{{Skills Navbox}}

Latest revision as of 02:10, 28 June 2015

Icon Pyromaniac
Description: The pyromaniac injects explosive microspores into an inflammable medium which triggers a violent combustion which is liable to do long-term damage to the ship.
  • For 4 Action Point, start a fire in your current room.
Learned by: Icon Mush 16 If Icon Mush: Only

Being a Pyromaniac allows you to start fires at will. Doing so costs 4 Action Point and has a 100% success chance.

The action is Icon Secret, so it will not be logged when you are alone. However, the fire will be announced immediately by NERON - which is a dead giveaway for arson unless it happens on cycle change, so timing is crucial.

If yours is the only fire, it can also be deduced from the logs (or the Fire Detector) that you were present in the room when it started, so you will need an excuse not to report or extinguish it immediately.

If you are planning to go on a fiery rampage, it may be a good idea to combo it with Icon Phagocyte in order to sustain your fire-starting abilities, or/and Icon Transfer for a second Action Point bar worth of fires.

Besides starting fires, your main goal will be to prevent the crew from fighting them:
Without Icon Extinguishers (steal/dismantle/hide) or a blueprint thereof (which happens to be very flammable), the crew will have to put their hopes in a Icon Firefighter's chances of extinguishing them manually (especially low when he's dead), upgraded fire-fighting drones (Icon Green Jelly works wonders on those), or sheer luck with sprinklers.


Good rooms to start fires in:

  • Bridge - Disturb communications, movement or planet scans, destroy Xyloph plans and books.
  • Lab - Usually the plants are there, as well as the apron. And the Gravity Simulator.
  • Refectory - Destroy rations and break the coffee machine
  • Centre Storages - Broken oxygen tanks always help, and won't be announced. Also harder to find.
  • Dorms - Hurts people and blocks beds unless it can be extinguished. Can break the shower.
  • Nexus - A broken BIOS after making some changes (e.g. Icon Bypass) can prevent the crew from getting the Magnetic Net so they cannot return you if you take off with the Icon Extinguishers. Broken NERON helps too, and the fire is harder to find.
  • Engine room - Great damage potential with 3 engines and the combustion chamber (hamper or prevent ship movement). Also Planet Scanner + Antenna.


Neron will announce a fire if Icon Defacer was used in a room.

General Effects

  • New action: 4 Action Point Start a fire
    • Target: None
    • Effect: Start a fire in curent room.
    • Icon Secret log: Hey... it's getting hot in here... [name] set the place on fire...