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 |
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).