Post by CitizenX on Mar 3, 2016 20:23:36 GMT
Grenades & Explosives
Tear Gas Grenade, Skill: Throwing, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 20yds, Qualities: Blinding (Hard Diff.. Tolerance skill check or suffer from blindness for 1d6 rounds), Irritating (Hard Diff.. Tolerance skill check or suffer from a -2 penalty to all actions for 1d6 minutes), Availability: Common, Price: Cheap (Diff. 8)
Flashbang Grenade, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Blinding (Hard Diff. Tolerance skill check or suffer from blindness for 1d6 rounds), Stun (Hard Diff. Tolerance skill check or become stunned for 1 round), Availability: Uncommon, Price: Cheap (Diff. 8)
Incendiary Grenade, Damage: 6d6 (Fire), Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Incendiary (Starts fires in area which burn for 1d6 rounds at listed damage), Availability: Restricted, Price: Normal (Diff. 10)
Smoke Grenade, Type: Chemical, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 20yds, Qualities: Smoke (fills a 20 yard area with obscuring smoke, inflicting a -2 penalty to all Perception-based skill checks), Availability: Common, Price: Cheap (Diff. 8)
Frag Grenade, Skill: Throwing, Type: Explosive, Damage: 8d6, Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 10yds, Qualities: None, Availability: Illegal, Price: Normal (Diff. 10)
Motion Grenade, Skill: Throwing, Type: Explosive, Damage: 8d6, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Qualities: Motion Sensor (10 yd radius), Availability: Illegal, Price: Costly (Diff. 10) for 4 grenades
Adhesive Grenade, Skill: Throwing, Type: Chemical, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Stun, Sticky, Availabilty: Restricted, Price: Normal (Diff. 10)
Trip-Wire Grenade, Skill: Throwing, Type: Explosive, Damage: 6d6, Conceal: Pocket, Range; Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Qualities: Trip-Wire (5yd radius), Availability: Illegal, Price: Normal (Diff. 10)
Shrieker Grenade, Skill: Throwing, Damage: 6d6, Conceal: Pocket, Range; Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Qualities: Trip-Wire, Availability: Illegal, Price: Normal (Diff. 10)
EMP Grenade, Skill: Throwing, Type: Electric, Damage: 3d6, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Qualities: EMP, Availability: Restricted, Price: Normal (Diff. 10)
Cryo Grenade, Skill: Throwing, Type: Cryo, Effect: 6d6 damage, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Stun Availability: Restricted, Price: Costly
Acid Canister, Skill: Throwing, Type: Chemical, Damage: 6d6 damage, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Armor Defeating, Availability: Restricted, Price: Normal
Slick Grenade, Skill: Throwing, Type: Chemical, Damage: None (Special), Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Knockdown, Availability: Restricted, Price: Cheap
Barrier Grenade, Skill: Throwing, Type: Chemical, Damage: None (Special), Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Armor Barrier (Creates a 3d6 Armor Value barrier of Ballistic Foam, Type: Blunt, Explosive, Kinetic), Price: Normal
Oxydizer Grenade, Skill: Throwing, Type: Chemical, Damage: 2d6 damage, Armor Degrading (reduce Armor Value by 1d6 per round), Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Armor Degrading (reduce Armor Value by 1d6 each round for 1d6 rounds), Availability: Restricted, Materials Price: Costly
Dynamite, Skill: Throwing or Tech, Type: Explosive, Damage: 5d6, Range: Thrown (Body x3 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: None, Availability: Restricted, Price: Cheap
Molotov Cocktail, Skill: Throwing, Type: Fire, Damage: 4d6, Conceal: Pocket, Range: Thrown (Body x3 in yards), RoF: 1, Ammo: 1, Blast Radius: 2yds, Qualities: Incendiary (Starts fires in area which burn for 1d6 rounds at listed damage), Availability: Common, Price: Very Cheap (Diff. 6)
Napalm Gel Pack, Skill: Tech, Type: Fire, Damage: 10d6 damage, Conceal: Long Coat, Range: Thrown (Body x2 in yards), Rof: 1, Ammo: 1, Blast Radius: 20yds, Qualities: Incendiary, Availability: Illegal, Trigger: Detonator, Price: Costly
Improvised Explosive Device, Skill: Tech Damage: (Tech skill rank x1d6 of creator), Range: Thrown (Body x2 in yards), RoF: 1, Ammo: 1, Blast Radius: (Tech skill rank x2 in yards), Qualities: Explosive, Availability: Illegal, Trigger: Detonator, Price: Very Cheap
Plastic Explosive, Type: Explosive, Damage: 10d6, Range: None, RoF: 1, Ammo: 1, Blast Radius: 10yds, Qualities: None, Availability: Illegal, Trigger: Detonator, Price: Costly
Frag SmartMine, Damage: 10d6, Type: Explosive, Conceal: Jacket, Range: Thrown (Body x2 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Trigger: Motion Sensor (10yds)