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). 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. 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).
- Disable Safety
- Armorer + Logic [Mental] (4, 5 Minutes)
- Rig With Tripwire
- Demolitions + Logic [Mental] (8, 1 Complex Action)
Flash-Bang
DV |
AP |
BLAST |
AVAIL |
COST |
SOURCE
|
10S
|
–4
|
10m Radius
|
6R
|
100¥
|
Core
|
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Upon detonation, these “concussion” or “stun” grenades explode to create a bright, loud, shocking blast distributed equally over a radius of 10 meters.
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Flash-Pak
DV |
AP |
BLAST |
AVAIL |
COST |
SOURCE
|
Special
|
-
|
Special
|
4
|
125¥
|
Core
|
|
- Charges
- 10
- Discharge Rate
- 1 Charge Per Combat Turn
- Recharge Rate
- 1 Charge Per 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.
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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.
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Fragmentation
DV |
AP |
BLAST |
AVAIL |
COST |
SOURCE
|
18P(f)
|
+5
|
–1/m
|
11F
|
100¥
|
Core
|
|
|
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These classic killing devices are designed to spread a cloud of deadly shrapnel over a large area, seriously injuring soft targets.
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High Explosive
DV |
AP |
BLAST |
AVAIL |
COST |
SOURCE
|
16P
|
–2
|
–2/m
|
11F
|
100¥
|
Core
|
|
|
|
These grenades are designed to deliver a large blast and concentrated hurt.
|
Gas
DV |
AP |
BLAST |
AVAIL |
COST |
SOURCE
|
as Chemical
|
-
|
10m Radius
|
2 + Chemical Availability
|
40¥ +Chemical cost
|
Core
|
|
- Duration
- 4 Combat Turns
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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). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the gamemaster’s discretion).
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Smoke
DV |
AP |
BLAST |
AVAIL |
COST |
SOURCE
|
-
|
-
|
10m Radius
|
4R
|
40¥
|
Core
|
|
- Duration
- 4 Combat Turns
|
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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). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the gamemaster’s discretion).
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Thermal, Smoke
DV |
AP |
BLAST |
AVAIL |
COST |
SOURCE
|
-
|
-
|
10m Radius
|
6R
|
60¥
|
Core
|
|
- Duration
- 4 Combat Turns
|
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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). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the GM’s discretion).
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