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.

 

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