GRENADES
The following thrown weapons all
count as grenades and all can be mounted in a grenade launcher. All grenades
have a range increment of 10 feet per character’s point in Strength.
Acid Splash Grenade: An
acid splash grenade explodes when thrown sending burning acid in all
directions. It has a 10’ radius burst and deals 5d6 points of DRP 2 damage
(reflex DC 15 for half). Armour and mechanical units suffer a -5 to their DR
until repaired of the Acid corrosion. DC 17 purchase.
Concussion Grenade: Law
enforcement officers in the Fusion Age use concussion grenades to knock out
threatening targets. Living creatures within the concussion grenade’s 10-foot
burst radius take 4d6 points of nonlethal concussion damage, or half damage on
a successful Reflex save (DC 15). Concussion grenades do not affect robots or
other nonliving creatures.
Cryonic Grenade: When a
cryonic grenade explodes, it deals 6d6 points of DRP 0 cold damage to all
creatures in a 10-foot burst radius. A successful Reflex save (DC 15) halves
the damage. The freezing cold automatically stabilizes any creature reduced to
negative hit points by the blast. If the cryonic blast deals sufficient damage
to reduce a target to –10 or fewer hit points, the target instead drops to –9
hit points and stabilizes automatically (in other words, the target does not
die). Each Cryonic Grenade is a DC 17 purchase.
EMP Grenade: These
grenades are used to take out robots and electronic targets like Necrons. An
electromagnetic pulse grenade has a 10’ radius burst and deals 8d6 points of
damage (reflex DC 15 for half) to all electronic targets. Each cybernetic in
the blast radius has a 15% chance of being destroyed. DC 15 purchase.
Fireflush Grenade: A
fireflush grenade contains a chemical compound that combusts immediately upon
contact with oxygen. When a fireflush grenade detonates, it produces geysers of
flame that fill a 10-foot burst radius. All creatures and objects within the
burst radius take 3d6 points of fire damage. The blast also ignites clothing
and other flammable items. Targets catch fire as if they were struck by a
flamer. DC 14 purchase each.
Flash-Bang: A flashbing
sets of an extremely bright flash meant to temporarily blind opponents.
Photogoggles and photocontacts can be worn to protect against Flash-Bangs. A
flashbang has a radius of 20ft. Anyone within must pass a reflex save DC 20 to
cover their eyes or be stunned for 1 round and blinded for 1d4. A flash-bang is
a DC 12 purchase.
Fragmentation Grenade: A
simple exploding grenade that sends shrapnel in all directions. Slightly more
potent than our modern grenade, but not by much. A 10ft radius burst doing 3d6
points of DRP 0 slashing damage. The reflex DC is 15 for half. A fragmentation
grenade can be made high explosive. A frag grenade is a DC 14 purchase.
Gravitic Grenade: Also
affectionately called the ‘gravy’ grenade. Or ‘squat’ grenade, since they
developed both this weapon and the rare ‘graviton gun’. When this grenade
detonates, it releases incredible gravitational forces. All creatures within a
10-foot-radius burst are crushed for 4d8 points of DRP 3 bludgeoning damage. A
successful Reflex save (DC 15) halves the damage. A gravy grenade is a DC 17
purchase.
Hallucinogen Grenade:
This grenade emits a special gas which acts as a strong hallucinogenic drug.
This creates visions in the creatures minds and makes him behave abnormally.
Purchase DC 16 per grenade. Creates a bubble of hallucinogenic smoke that
extends in a 10ft radius around the blast. Everyone inside must pass a Will
save DC 15 each turn they are within the bubble or roll on the table below:
|
1d100 |
Behaviour |
|
01-10 |
Attack grenadier with melee or
ranged weapon. |
|
11-20 |
Act normally. |
|
21-50 |
Do nothing but babble
incoherently. |
|
51-70 |
Flee from grenadier as fast as
possble. |
|
71+ |
Attack nearest creature. |
Krak Grenade: Explodes
on impact and has a very small but potent burst. Must be thrown at a target –
only hits one – and deals a large amount of damage. A krak genade deals 6d8
explosive damage and has a DRP of 4. A krak grenade can be made high explosive.
A krak grenade is a DC 16 purchase.
Meltabomb: A meltabomb
creates a powerful fusion reaction at the moment of detonation have a melting
effect on all metals around it. A Meltabomb is too large to fit in a grenade
launcher. It deals 4d12 points of damage with a DRP of 5. It ignores the
hardness of mechanical structures. Timers are common components on melta-bombs.
A meltabomb is a DC 23 purchase.
Smoke Grenade: A smoke
grenade is a simple explosive deivce that fills an area with a dark smog thus
reducing visibility. This is very effective in doorways and such because it
limited visibility at a critical point. Each smoke grenades is a DC 6 purchase.
All vision is reduced to 5ft within a 20ft radius spread of the blast point.
Stun Grenade: A stun
grenade deals no damage, but any creature within its 15-foot burst radius that
fails a Reflex save (DC 18) must immediately make a Fortitude save (DC 15) or
be stunned for 1d4 rounds. A creature that succeeds on the Reflex save is not
required to make a Fortitude save and is unaffected by the grenade. A stun
grenade has no effect on robots and other creatures immune to stunning effects.
Purchase DC 11.
Tangler Grenade: The
tangler grenade operates on the same principle as the tangler gun, but targets
an area rather than one specific character. Any time a character is struck by a
tangler grenade, that character suffers a cumulative –2 penalty to Dexterity.
This penalty remains in place until the compound is dissolved. If the character
is struck with enough tangler grenades that the penalty is equal to or greater
than his Dexterity, he is immobilized and may take no actions until the
compound is dissolved. Dexterity penalties from tangler grenades stack with
those from tangler guns. Hardened compound dissolves naturally after 8 hours or
can be removed by using solvaway chemical or some other spray solvent. Purchase
DC 13.
Vortex Grenade: Vortex
Grenades are grenades made by placing a Vortex Vial (as made by the Create Serum class ability of the Magos
when applied on the 9th level spell Vortex)
within an explosive – such as a frag grenade. Throwing the grenade detonates
the vial and creates a massive tear in the fabric of space-time. Anyone who
fails their reflex save is immediately sucked into the Warp and killed. The
Vortex closes after a round; the power of the psychic energy can only hold open
for a brief second. The blast has a 20 foot radius and the standard DC is 25.
Vortex Grenades are a DC 32 purchase.