Explosives
For all your demolition needs. Or your murder ones.
Note: This page contains some duplicate items from the Ammunition page
Explosives hit a 10m diameter sphere around the impact point
Explosives are thrown with the DEX+Athletics skill, to a maximum range of 25m, and contrasted against the grenade launcher range table.
If you miss the DV indicated, the GM will decide where in that 10m diameter area centred on your intended target, that your explosive actually landed.
Explosives affect a 5x5 area unless otherwise stated.
Arachnid Grenade:
Anyone hit by this grenade takes no damage but is covered by the Arachnid Solution. Targets covered that do not take an Action to douse themselves in alcohol within the 30-second arming period (10 rounds in combat) or who are not covered in alcohol by someone else taking an Action to do so are considered grappled by it when it comes online. When grappled by the solution, targets cannot use their Move Action. Targets also can't make use of a weapon that requires two hands, and take a -2 to all actions as long as they remain grappled. The webbing solution has 15 HP on each target and is destroyed beyond repair when it reaches 0 HP. Firing a ranged weapon into an activated solution from outside will deal damage to both the webbing and the person grappled by it. Destroying and escaping the webbing requires a DV15 Brawling check that can be attempted by anyone within melee range. Biotoxin Grenade:
Everyone meat hit by this grenade must attempt to beat a DV15 Resist Torture/Drugs check. Anyone who fails is dealt 3d6 damage directly to their HP. Their armour isn't ablated because it wasn't interacted with. Grenade launcher compatible. CO2 Grenade:
CO2 grenades are the future of firefighting in urban environments, or rural areas where hydrants are scares or inoperable. This grenade does no damage, instead extinguishing all instances of fire within the explosion area. Any weapon capable of firing Smoke Grenades can also fire CO2 Grenades EMP Grenade:
Anyone hit by this grenade must attempt to beat a DV15 Cybertech check. If they fail, the GM chooses 2 pieces of their cyberware or carried electronics to become inoperable for 1 minute. Cyberlimbs that are rendered inoperable act as their meat counterparts do when they have been dismembered, but they still hang loosely. Grenade launcher compatible. Flashbang Grenade:
Anyone hit by this grenade must make a Dv15 Resist Torture/Drugs check. Anyone who fails suffers the Damaged Eye and Damaged Ear critical injuries for the next minute. They do not take the bonus damage from the critical injuries. Grenade launcher compatible. Grenade:
Anyone hit by this grenade takes 8d6 damage, and ablates 2 points of armour instead of 1 whenever it would ablate armour. Grenade launcher compatible. GunMart Door Cracker:
Placed explosive device. It takes 30 seconds (10 rounds) to set up on a 2m diameter section of cover, and arm it. This can be reduced to one Action with a DV15 Demolitions check, which can only be attempted once. Once armed, it can be detonated with an Action, via a dedicated detonation switch or a paired Agent. Upon detonation, the affected section of cover, and only that section of cover, takes 6d6 damage. Grenade launcher compatible. Incendiary Grenade:
Anyone hit by this grenade takes 8d6 damage, and if any damage is dealt to a target past their armour, you ignite the target. Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they end their turn. Multiple instances of this effect do not stack. Grenade launcher compatible. KillChip 100 Micro-Bomb:
Explosive device. A KillChip is an explosive standard memory chip that only detonates when plugged into a Chipware socket, at which point the user takes 6d6 damage directly to their HP, and then suffers the Brain Injury Critical Injury. A DV15 Criminology, Cybertech, Demolitions, Electronics/Security Tech, or a DV21 Perception check will reveal the KillChip as a dangerous explosive. KTech Security Grenade:
Anyone hit by this grenade takes 5d6 damage. Deals no damage to cover. Grenade launcher compatible. Micro Hydrogen Combustor:
Explosive device. 30 seconds (10 rounds) after this device is submerged entirely in water, it explodes in a 10m diameter area for 8d6 damage. Upon detonation, it also obscures the area with a thick cloud of steam for 1 minute. The typical penalty for trying to perform a task obscured in such a way is -4. Can be thrown like a grenade, but is not grenade launcher compatible. OUTLet Explosive:
Placed explosive device. This device looks like a standard outlet adapter. When plugged into a wall socket, the OUTLet can be set to detonate via remote trigger. The explosive burns hot, and in most cases, makes it look like victims died in an electrical fire. It takes 30 seconds (10 rounds) to arm. This can be reduced to 1 Action with a DV15 Demolitions check, which can only be attempted once. Once armed, it can be detonated as if it were a Grenade with an action, via a dedicated remote detonation switch, or a paired Agent. A DV15 Criminology, Demolitions, or Electronics/Security Tech, or a DV21 Perception check reveals the OUTLet as a dangerous explosive. Poison Grenade:
Anyone meat hit by this grenade must attempt to beat a DV13 Resist Torture/Drugs check. Anyone who fails is dealt 2d6 damage directly to their HP. Their armour isn't ablated because it wasn't interacted with. Grenade launcher compatible. Shuriken Tornado Grenade:
Anyone hit by this grenade takes 8d6 damage. Unlike other grenades, damage is rolled separately for each individual target. Whenever damage caused by this grenade causes the Foreign Object critical injury, the victim rolls for a second critical injury that isn't Foreign Object, and suffers that as well. This second injury deals no bonus damage. Grenade launcher compatible. Sleep Grenade:
Anyone meat hit by this grenade must attempt to beat a DV13 Resist Torture/Drugs check. Anyone who fails is now Prone and Unconscious for 1 minute or until they are woken by taking damage, or by someone else using an Action that touches them. Grenade launcher compatible. Smoke Grenade:
Obscures a 10m diameter area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4. Grenade launcher compatible. Teargas Grenade:
Anyone with meat eyes hit by this grenade must attempt to beat a DV13 resist Torture/Drugs check. Anyone who fails suffers the Damaged Eye critical injury for the next minute. They do not take bonus damage from the critical injury. Grenade launcher compatible. TR-4 Detonator Fluid:
Placed explosive device. This is a vial of pale yellow liquid which must first be poured into a vehicle's CHOOH2 tank to arm it. Doing this takes 30 seconds (10 rounds). This can be reduced to 1 Action with a DV15 Demolitions check, which can only be attempted once. Typically you cannot access the vehicle's tank without being able to start the vehicle yourself. Once mixed in, the gas tank explodes like a Grenade the next time the vehicle is started. This explosion ignores any armour the vehicle has, and automatically targets the vehicle's weak point for double damage.
0-6m | 7-12m | 13-25m |
---|---|---|
16 | 15 | 15 |
Known Explosives
Explosive | Data | Cost |
---|---|---|
Arachnid Grenade | A grenade to lock down enemy movement | 100 eb |
Biotoxin Grenade | Delivers aerosol Deadly Biotoxin | 500 eb |
CO2 Grenade | Throwable Fire extinguisher | 50 eb |
EMP Grenade | Shuts down electronics or cyberware | 500 eb |
Flashbang Grenade | Blinds and deafens targets | 100 eb |
Grenade | Deals heavy damage and shreds armour | 100 eb |
GunMart Door Cracker | Deals damage exclusively to cover it is placed on | 50 eb |
Incendiary Grenade | Deals heavy damage and ignites targets | 100 eb |
KillChip 100 Micro-Bomb | Assassination killchip disguised as a memory chip | 100 eb |
KTech Security Grenade | Lower damage grenade that leaves cover and objects unharmed | 100 eb |
Micro Hydrogen Combustor | Timed explosive that detonates in reaction to water | 500 eb |
OUTLet Explosive | Assassination explosive device disguised as a power adapter | 100 eb |
Poison Grenade | Delivers aerosol Strong Poison | 100 eb |
Shuriken Tornado Grenade | Grenade that rolls damage individually, and can potentially cause additional crit injury | 100 eb |
Sleep Grenade | Delivers aerosol soporific gas | 500 eb |
Smoke Grenade | Obscures an area with smoke | 50 eb |
Teargas Grenade | Delivers aerosol teargas | 50 eb |
TR-4 Detonator Fluid | Assassination explosive tincture poured into CHOOH2 tanks to detonate vehicles | 100 eb |
Anyone hit by this grenade takes no damage but is covered by the Arachnid Solution. Targets covered that do not take an Action to douse themselves in alcohol within the 30-second arming period (10 rounds in combat) or who are not covered in alcohol by someone else taking an Action to do so are considered grappled by it when it comes online. When grappled by the solution, targets cannot use their Move Action. Targets also can't make use of a weapon that requires two hands, and take a -2 to all actions as long as they remain grappled. The webbing solution has 15 HP on each target and is destroyed beyond repair when it reaches 0 HP. Firing a ranged weapon into an activated solution from outside will deal damage to both the webbing and the person grappled by it. Destroying and escaping the webbing requires a DV15 Brawling check that can be attempted by anyone within melee range. Biotoxin Grenade:
Everyone meat hit by this grenade must attempt to beat a DV15 Resist Torture/Drugs check. Anyone who fails is dealt 3d6 damage directly to their HP. Their armour isn't ablated because it wasn't interacted with. Grenade launcher compatible. CO2 Grenade:
CO2 grenades are the future of firefighting in urban environments, or rural areas where hydrants are scares or inoperable. This grenade does no damage, instead extinguishing all instances of fire within the explosion area. Any weapon capable of firing Smoke Grenades can also fire CO2 Grenades EMP Grenade:
Anyone hit by this grenade must attempt to beat a DV15 Cybertech check. If they fail, the GM chooses 2 pieces of their cyberware or carried electronics to become inoperable for 1 minute. Cyberlimbs that are rendered inoperable act as their meat counterparts do when they have been dismembered, but they still hang loosely. Grenade launcher compatible. Flashbang Grenade:
Anyone hit by this grenade must make a Dv15 Resist Torture/Drugs check. Anyone who fails suffers the Damaged Eye and Damaged Ear critical injuries for the next minute. They do not take the bonus damage from the critical injuries. Grenade launcher compatible. Grenade:
Anyone hit by this grenade takes 8d6 damage, and ablates 2 points of armour instead of 1 whenever it would ablate armour. Grenade launcher compatible. GunMart Door Cracker:
Placed explosive device. It takes 30 seconds (10 rounds) to set up on a 2m diameter section of cover, and arm it. This can be reduced to one Action with a DV15 Demolitions check, which can only be attempted once. Once armed, it can be detonated with an Action, via a dedicated detonation switch or a paired Agent. Upon detonation, the affected section of cover, and only that section of cover, takes 6d6 damage. Grenade launcher compatible. Incendiary Grenade:
Anyone hit by this grenade takes 8d6 damage, and if any damage is dealt to a target past their armour, you ignite the target. Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they end their turn. Multiple instances of this effect do not stack. Grenade launcher compatible. KillChip 100 Micro-Bomb:
Explosive device. A KillChip is an explosive standard memory chip that only detonates when plugged into a Chipware socket, at which point the user takes 6d6 damage directly to their HP, and then suffers the Brain Injury Critical Injury. A DV15 Criminology, Cybertech, Demolitions, Electronics/Security Tech, or a DV21 Perception check will reveal the KillChip as a dangerous explosive. KTech Security Grenade:
Anyone hit by this grenade takes 5d6 damage. Deals no damage to cover. Grenade launcher compatible. Micro Hydrogen Combustor:
Explosive device. 30 seconds (10 rounds) after this device is submerged entirely in water, it explodes in a 10m diameter area for 8d6 damage. Upon detonation, it also obscures the area with a thick cloud of steam for 1 minute. The typical penalty for trying to perform a task obscured in such a way is -4. Can be thrown like a grenade, but is not grenade launcher compatible. OUTLet Explosive:
Placed explosive device. This device looks like a standard outlet adapter. When plugged into a wall socket, the OUTLet can be set to detonate via remote trigger. The explosive burns hot, and in most cases, makes it look like victims died in an electrical fire. It takes 30 seconds (10 rounds) to arm. This can be reduced to 1 Action with a DV15 Demolitions check, which can only be attempted once. Once armed, it can be detonated as if it were a Grenade with an action, via a dedicated remote detonation switch, or a paired Agent. A DV15 Criminology, Demolitions, or Electronics/Security Tech, or a DV21 Perception check reveals the OUTLet as a dangerous explosive. Poison Grenade:
Anyone meat hit by this grenade must attempt to beat a DV13 Resist Torture/Drugs check. Anyone who fails is dealt 2d6 damage directly to their HP. Their armour isn't ablated because it wasn't interacted with. Grenade launcher compatible. Shuriken Tornado Grenade:
Anyone hit by this grenade takes 8d6 damage. Unlike other grenades, damage is rolled separately for each individual target. Whenever damage caused by this grenade causes the Foreign Object critical injury, the victim rolls for a second critical injury that isn't Foreign Object, and suffers that as well. This second injury deals no bonus damage. Grenade launcher compatible. Sleep Grenade:
Anyone meat hit by this grenade must attempt to beat a DV13 Resist Torture/Drugs check. Anyone who fails is now Prone and Unconscious for 1 minute or until they are woken by taking damage, or by someone else using an Action that touches them. Grenade launcher compatible. Smoke Grenade:
Obscures a 10m diameter area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4. Grenade launcher compatible. Teargas Grenade:
Anyone with meat eyes hit by this grenade must attempt to beat a DV13 resist Torture/Drugs check. Anyone who fails suffers the Damaged Eye critical injury for the next minute. They do not take bonus damage from the critical injury. Grenade launcher compatible. TR-4 Detonator Fluid:
Placed explosive device. This is a vial of pale yellow liquid which must first be poured into a vehicle's CHOOH2 tank to arm it. Doing this takes 30 seconds (10 rounds). This can be reduced to 1 Action with a DV15 Demolitions check, which can only be attempted once. Typically you cannot access the vehicle's tank without being able to start the vehicle yourself. Once mixed in, the gas tank explodes like a Grenade the next time the vehicle is started. This explosion ignores any armour the vehicle has, and automatically targets the vehicle's weak point for double damage.
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