Grenades, Rockets & Missiles

 

Grenades

Flash-Bang Grenades: Upon detonation, flash-bang grenades spread a metallic powder out over the area that ignites in contact with the oxygen in the atmosphere, creating a loud, bright, shocking blast distributed equally over a radius of 10 meters.

Flash-Pak: The size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in random strobe sequences to disorient, distract, and blind opponents. Anyone facing a flash-pak receives a –4 dice pool modifier on attack tests due to the intense glare (flare compensation reduces this modifer to –2). The flash-pak has 10 charges; when activated, it uses up one charge per Combat Turn. When plugged in, it recharges one charge per 10 seconds.

Fragmentation Grenades: These are designed to spread a cloud of deadly shrapnel over a large area, seriously injuring soft targets. Their damage value reduces by –1 per meter from the point of the explosion’s origin.

High Explosive Grenades: These grenades are designed to deliver a tremendous blast, penetrating even heavily armored targets. Their damage value reduces by –2 per meter from the point of the explosion’s origin.

Gas Grenade: Instead of exploding, the gas grenade releases a cloud of gas over an area with a diameter of 20 meters. This is usually riot control/CS gas, but many other chemicals can be chosen (see p. 246). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas at the gamemaster’s discretion).

Smoke: Similar to the gas grenade, the smoke grenade releases a cloud of smoke over an area with a diameter of 20 meters. The cloud obscures vision, applying visibility modifiers for smoke to relevant tests. It lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas at the gamemaster’s discretion).

Thermal Smoke: These are the same as smoke grenades, except that the smoke containing hot particles that obscure thermographic vision; apply the visibility modifiers for thermal smoke.

 

Rockets and Missiles

Anti-Vehicle: AV rockets/missiles contain a shaped charge warhead designed to burn or punch its way through a vehicle or barrier. Though the impact causes a blast, it is limited compared to that of a High-Explosive projectile. AV attacks have an AP of –6 against vehicles, –2 against other targets.

Fragmentation: Used principally against people, the warhead discharges high-speed metal or plastic-metal fragments designed to tear into unprotected flesh. These rockets/ missiles are very effective against unprotected individuals, but fairly ineffective against barriers, structures, and vehicles.

High-Explosive: HE rockets/missiles are designed to do heavy damage to a large area. Their blast pattern is similar to that of a grenade, but much larger. They are not particularly effective against hardened targets, such as vehicles or protected military structures. HE weapons use the standard grenade rules for determining the blast and its effects.

 

Explosives

Commercial Explosives: This covers a range of explosive compounds, both solid and liquid, composed of a high explosive chemical and a stabilizer to reduce the sensitivity and increase the stability of the material.

Plastic Explosives: Highly stable, moldable, and adhesive, plastic explosives are ideal for certain jobs—like blowing a hole in a wall. They are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440-volt industrial explosives.

Explosive Foam: This special plastic explosive compound has the consistency of shaving cream, is stored in an aerosol can, and can be sprayed onto a surface or into a crevice. Like regular plastic explosives, explosive foam is detonated by electric current.

Detonator Cap: Contains a detonator explosive or electrical fuse with which an explosion can be initiated. Incorporates a timer and wireless receiver for remote detonation.

 

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