Grenades

GRENADES DAMAGE AP BLAST AVAIL COST
Flash-Bang 10S -4 10m Radius 6R 100Y
Flash-Pak Special - Special 4 125Y
Fragmentation 18P(f) +5 -1/m 11F 100Y
High Explosive 16P -2 -2/m 11F 100Y
Gas as Chemical - 10m Radius 2+Chemical Avail 40Y +Chemical Cost
Paint Grenade - - -2/m 8R 100Y
Smoke - - 10m Radius 4R 40Y
Thermal Smoke - - 10m Radius 6R 60Y
  Grenades are small, self-contained explosive packages. Minigrenades are grenades specifically designed for use with grenade launchers, set to arm when they have traveled 5 meters from their point of origin and explode on impact (unless using an airburst link, p. 431 CRB). This safety feature can be disabled with an Armorer + Logic [Mental] (4, 5 Minutes) Extended Test. Minigrenades have the same cost and effects as standard grenades.  

Use the Throwing Weapons skill when throwing grenades, or Heavy Weapons when launching a grenade from a grenade launcher. Follow the rules for Grenades, p. 181 CRB. Grenades and similar explosives can also be rigged with a tripwire to set up as a basic booby-trap. This requires an Extended Demolitions + Logic [Mental] (8, 1 Complex Action) Test. In addition to any other wireless bonus, all grenades have the following wireless feature (use it with caution):
Wireless: You can use the wireless link trigger for your grenades, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222 CRB).

 

Flash-bang grenades: Upon detonation, these “concussion” or “stun” grenades explode to create a bright, loud, shocking blast distributed equally over a radius of 10 meters.

 

Flash-pak: Not a grenade per se, this is an electronic unit the size of a pack of cigarettes containing four quartz-halogen micro-flashes designed to fire in random strobing sequence to blind opponents. Anyone looking in the direction of a flash-pak receives a –4 dice pool penalty on attack tests due to the strobing (flare compensation goggles, glasses, etc. reduce this modifier to –2, while flare compensation in cybereyes or as a retinal modification reduces this modifier to –1). The flash-pak has 10 charges; when activated it uses one charge per Combat Turn. When plugged in, it recharges one charge every 10 seconds.
Wireless: The strobe sequence can avoid directing strong flashes at the subscribed character; they suffer only half glare penalties from the flash-pak, rounded down. It can recharge by induction, regaining one charge per hour.

 

Fragmentation grenade: These classic killing devices are designed to spread a cloud of deadly shrapnel over a large area, seriously injuring soft targets.

 

High-explosive grenade: These grenades are designed to deliver a large blast and concentrated hurt.

 

Gas Grenade: Instead of exploding, the gas grenade releases a cloud of gas over an area with a radius of 10 meters. This is usually riot control/CS gas, but many other chemical or toxin payloads can be chosen (Toxins, Drugs, and BTLs, p. 408 CRB). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the gamemaster’s discretion).

 

Smoke: Similar to the gas grenade, a smoke grenade releases a cloud of smoke over an area with a diameter of 10 meters. The cloud obscures vision, applying visibility modifiers for smoke to relevant tests (p. 174 CRB). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the gamemaster’s discretion).

 

Thermal smoke: Identical to a smoke grenade, except that the smoke contains hot particles designed to obscure thermographic vision. Apply the visibility modifiers for thermal smoke (p. 174 CRB). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the GM’s discretion).

Item type
Weapon, Explosive