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.