Grenades, Mines, and Deployables

HAND GRENADES AND INCENDIARIES

Hand-tossed bombs date to the earliest introduction of gunpowder; improvised gasoline bombs (“Molotov cocktails”) remain popular. Throwing an object during combat– whether as an attack or not requires an Attack maneuver. You can throw objects that weigh up to 2xBL using one hand; heavier objects require a two-handed throw. Roll against DX-3 to hit a specific target, or against DX to lob something into a general area. Apply the usual modifiers for target size, speed, and distance.

Throwing Distance

To avoid slowing down the game with math, the GM should allow any throw he deems reasonable, but when you need to know the exact distance you can throw an object, use the following procedure: 1. Divide the object’s weight in pounds by your Basic Lift to get the “weight ratio.” 2. Find the weight ratio in the Weight Ratio column of the table below. If it falls between two values, use the higher value. 3. Read across to the Distance Modifier column and find the “distance modifier.” 4. Multiply your ST by the distance modifier to find the distance in yards you can throw the object.
One way to ensure that a grenade isn't thrown back before the fuse runs out is to throw it close enough to an opponent to harm them but not close enough for them to get to quick enough. Another way is to throw it as a surprise before breaching a room, etc. Ahigh-risk, high-reward method is to throw it with force directly at the target's face. An opponent reeling from a sudden blow to the face isn't going to be able to get themselves together fast enough to get away.   Like all thrown objects, grenades inflict thrust damage for your ST, modified for weight as shown on the table below.  
“Fuse” is the number of seconds it takes for the weapon to detonate once readied.   Flash Bang: Creatures wtih unprotected Vision and/or hearing in the area must make a HT roll or be rendered blind and deaf for 1d minutes.   Concussion: This grenade does 1d crushing damage. Creatures with vitals must roll HT-1 or be stunned for 1d rounds.   Smoke: This simple chemical reaction fills an area 15x15x10 ft outdoors, or up to 25 x 25 x 25 ft of an enclosed space with a dense carbon aerogel mist. By default, this smoke is black, but it can be any color, or even luminescent. The smoke is acrid and unpleasant, but doesn't cause any issue breathing. Alternatively, the mist can be used to carry irritants, toxins, or even diseases and nanites.   Restraint-Gel: This grenade fills an area 15x15 ft. full of Restraint Gel. Creatures trapped in Restraint Gel must succeed at a ST-3 roll to break free. This is not meant as a permanent restraint.   Incendiary: This grenade burns. Not only does it deal 2d6(5) burn damage, but it also burns down, which makes it ideal for destroying vehicles (putting it on the engine block of a hovercraft, for instance). The intense flames also destroy oxygen in an area that isn't properly ventilated, causing anyone inside to suffocate even if they do manage to stay away from the flames.   EMP: This grenade sends out an electromagnetic pulse, dealing 1d rad damage with the sur modifier. This is a good way to force reboot electronics, if not destroy them outright.   Ion: This grenade unleashes a cloud of persistent carbon nanocrystal aerogel. Everything in the cloud is subjected to 1d burn damage per round with the sur modifier.   Fragmentation: This grenade shatters apart, flinging slivers of Carbexene in every direction. It deals 8d cr damage and 3d pi-.   Plasma: This grenade unleashes a burst of intensely hot plasma, dealing 5d6(2) burn sur rad damage.   Dicer: A hand grenade with a short fuse that fires lasers in all directions, using an antigravity burst to hover briefly as it covers a sphere with a laser grid. Anything within 2 meters of the grenade receivesx 3d(2) burn damage.   Force: This grenade uses unfocused pressors. Everything inside of 10 yards that isn't nailed down must succeed at a ST-1 roll or be violently thrown 1d yards, taking damage for any collision.   There are three types of grenades; standard thrown grenades, PPGs, and adhesive.   Thrown: Classic grenade. Set it, throw it, hope it doesn't come back. x1 cost.   SPG: A self propelled grenade that uses a rudimentary contragrav engine with a pressor at one end. It accelerates at 3 yards per second until the fuse goes off. x3 cost.   Adhesive: On impact after a fuse is lit, monomolecular adhesive coats the outside. It sticks to the object. It requires a successful ST-6 to remove, though it is often easier to sever whatever it is stuck to. x2 cost.  

Mine

A "mine" is a trap, typically one that explodes. It should be noted that planting mines and leaving them behind for children to find is a gross violation of Harmony and Detente. Don't litter, kids! The mine costs $30 for the platform, plus the cost of the explosive (ie: grenade or 15mm Round used)   By the Age of Convergence, most mines are roughly the same; they have three triggers; proximity, timed, and remote.   Proximity: This setting uses an extremely light and unfocused pressor to trigger when any object with mass that wasn't there when it activated passes within one yard of it. The default is half the mass of a human but it can be set higher or lower.   Timed: Explodes after a set delay. This setting is basically clockwork, and the mechanism has to be interrupted to disarm it.   Remote: Explodes when a certain radio frequency is encountered, usually a pre-programmed one encrypted to a detonator.   Loitering Munition: A special mine platform that uses a class-C battery and a contragrav aerogel shell to keep a mine aloft and monitor an area with a motion detector. Anything within visual range without the proper FFI causes the munition to slowly drift towards it until it either stops moving or is directly underneath, at which point the munition reverses its contragrav and shoots straight downward. These munitions can loiter for up to six weeks. Clouds of these mines can be used to siege a city and prevent any movement. LC 1, BC C, $8,000.  

Deployables

Laser Turret: A 3 lb disk. When deployed, a turret on a gimbal unfolds from the desk and is powered by a C-class battery in the base. When set, an SI in the device either targets any 'enemy' in range with withering fire, protects 'friendlies,' or provides fire-assist to the user or designated gunman (IE: targeting whatever the designated gunman fires at). It has a skill of 14, a RoF of 3, and it can fire 300 shots before its C-class batteries must recharge. On a hit, it deals 2d (2) burn damage. LC 2, BC C, $5,545.   Smart Turret: An 8 lb disk. When deployed, a turret on a gimbal unfolds from the disk and is powered by an A-class battery in the base. When set, an SI in the device either targets any 'enemy' in range with withering fire, protects 'friendlies,' or provides fire-assist to the user or designated gunman (IE: targeting whatever the designated gunman fires at). It has an IQ of 14, a RoF of 1, and it can fire 15mm Rounds from a clip, drum or belt. It can be deployed with a clip of up to 30 rounds, but a drum or belt must be attached after deployment. LC 2, BC A, $3,500.   Needledoc: A small, brick-sized device that can be set up and esablishes a link with any biomon system. It tracks the vital signs of all connected biomons. It propels itself on spiderlike legs when it detects that one of its charges is in 'distress' and jabs them with chems to get them back up on their feet. It is illegal to load them up with necrotubes set to revive a squad member that flatlines. There are reasons that it had to be made illegal. 2 lbs, LC 3, BC B, $5,500.   Squawkball: A small, fist-sized ball with a contragrav engine that keeps it suspended roughly twelve feet in the air. It observes the area surrounding it and sets off an alarm when anything enters visual range. The range of alarm and method of alarm are both variable. It can be set to send a radio signal to squadmembers' comms, or it can pitch the alarm up or down to take advantage of subsonic or ultrasonic hearing. It can remain in the air for 8 hours before it needs to be recharged. 1lb. LC 4, BC B, $6,000.   Dropshield: This is a three foot long stick weighted on one end to ensure that it easily lands down and rolls with the emitters straight up. It fans a three yard across, one yard high shield for the user to kneel behind to use as cover. The shield has 100(2) DR/HP LC 4, Battery Class B. $2,000.   Floor-Based PPD: An 8x8x4 box weighing about 4 lbs. Excluding designated 'friendlies,' it uses pressors, microflak generators, and thin lasers in concert to destroy or knock off course incoming projectiles. An on-board SI rolls a defense roll against an IQ of 14. If it wins by more than the attacker's margin, then the round is knocked off course and misses its intended target. If it scores a critical roll, it destroyes the round harmlessly instead. LC 4, Battercy Class B, $1,800.   Kennedy Mine: A 'Kennedy Mine' is a 12' disk with repulsors on the bottom and a sensor suite on the top. This device detects incoming fire and leaps into the air. Count this act as a 'sacrificial dodge' with 16 skill (ie: a dodge action rolling agianst an 8). The mine has an SI that observes the area and rolls an Initiative like a normal character with a +0 modifier. It attempts to block the first shot after it in initiative. It has 8 (10) DR, 6 HP. LC 4, Battery Class B, $900.   Spotlight Turret: A 3 lb disk that lifts an intense light on a gimbal. It can be set to either point wherever a designated gunman points a weapon, light a designated teammate's hands, or light up 'foes' who fail an FFI check. Aside from the obvious benefits of making an opponent extremely visible, it also blinds them. So long as the opponent relies on visual spectrum light, it imposes a -4 penalty for targeting anything behind the light. LC 4, Battercy Class B, $500.

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