>>5539879>>5539826>Hold fire until your crew is in position. (Enemy will take their turn.)>Throw a flash grenade to stun the nearest Spiker without giving away your general position.You hold steady, gun braced on the crate separating you from the strange crystalline beings before you. You feel a bead of sweat begin to roll down your forehead, you know the others need time to get into position but… there’s a life you might be able to save right now.
The Spiker scuttles left and right, angling its tall body to aim the protruding spikes at the security officer taking potshots at it over some spools of wire. It suddenly freezes in place, ready to fire.
You don’t hesitate. Ripping your only flash grenade from its place at your side, you pull the pin and fling it as far as you can. “Flash out!” You call over the comm, hoping it won’t distract your crew or blind the security officer you are attempting to protect.
The grenade hits the deck of the maintenance bay and skitters slightly past your target. You duck and shield your visor as the multi-aspect noisemaker erupts with a blinding and deafening <span class="mu-s"><span class="mu-i">BANG</span></span>.
Your helmet blocks the worst of the effects, but as you peek back over your cover you can see that the Spiker has not been so fortunate. Designed to disorient organics, lifeforms and machines alike, the flash grenade effectively disrupts the senses or sensors of the intruder - whichever they may be. The Spiker before you, labelled now as ‘S1’ on your HUD, no longer looks poised to fire its spines but instead stumbles shakily in circles - stunned.
<span class="mu-b">Dallas has zero (0) flash grenades remaining.</span>