Grenades and Other Explosives
Name | Description | Fuse | Area Effect | Damage/Effects |
---|---|---|---|---|
High Explosive Fragmentation Grenade | A standard high explosive fragmentation grenade, capable of devastating injury to unarmed targets and can even cause localized hull breaches if deployed next to an exterior bulk head. | 1-10 sec | 50' radius | 3d10W |
Smoke Grenade | Often used for signaling air drops, landing zones, or air strikes the smoke grenade can also be used to obscure the vision of targets, although the duration of the smoke cloud will depend on local wind speed and other atmospheric conditions. | 1-10 sec | 40' radius | -3 steps to perception rolls while within smoke radius. |
Incendiary Grenade | Rarely in use thanks to environmental suits, incendiary grenades are more often than not used to cause dangerous fires through a target area and cause area denial. | 1-10 sec | 30' radius | 3d8W for 5 rounds. |
Flechette Grenade | Razor-sharp flechettes rake through the area, shredding unarmored flesh and bone. Perfect for ensuring the continued existence of armored friendlies in an area. | 1-10 sec | 40' radius | 5d10W against unarmored only |
Singularity Grenade | These extremely rare, illegal, and expensive grenades generate a short-lived miniature black hole. Large and unwieldly, they make the user a priority target on the battlefield. | Contact | 8' radius | Functionally infinite damage within area of effect. |
Goo Grenade | The premier weapon for nonlethal incapacitation, goo grenades are in heavy use by police forces throughout Terran space. | 1-10 sec | 10' radius | 10d4S. Targets must make a Burst of Strength roll at difficulty = damage to break out of immobilizing goo. |
Black Betty Grenade | A popular choice for NEB boarding operatives, the Black Betty is governed by an advanced trigger that always directs its payload downrange from a user's transmitter, allowing boarding parties to rapidly move and safely clear congested hallways- or truly unique feats of explosive trickery. | Contact | 30' semicircle | 4d8W, always explodes in a direction away from user |
Gas Grenade | Chemical warfare has been banned by almost everyone but Top Shelf Agriculture. Nonetheless, gas grenades can still be occasionally used throughout Terran space. Use of them is a sure-fire way to get bounty hunters on your tail... and not always the best choice regardless thanks to tracheal filters and environmental suits. | 1-10 sec | 40' radius | 5d10S for 5 rounds. Targets must make an Endurance roll every round at difficulty = damage or suffer a -2 step penalty to Vitality. If Vitality hits 0, character is KOed. |
Varia Charge | Delayed explosives are handy for operatives of all stripes. The Varia Charge allows the greatest variety of options for unparalleled explosive versatility. | 1 sec - 20 min, Contact | 1-100' radius | 1-10d10W; damage cannot exceed explosive radius |
Claymore Mine | A directional explosive that requires proper setup and a tripwire. A timeless classic of guerilla warfare. | Tripwire | 100' cone | 6d10W |
Shrike Mini-missile | This direct-fire missile has limited homing capabilities but comes at the expense of a normal grenade's timer and area effect. Excellent for blasting a single large target. | Contact | 5' radius | Homing requires an aim action against a single target; if homing can go around corners; 3d10W |