Grenades


Name

OCV

Dam

STUNx

Notes

A/R Cost

Anti-plant

-1

2d6K Ex

Only affects plants (-2)

45 / 8

Blind

-1

Darkness to sight group, 1" radius

Each charge lasts 1 turn.

30 / 8

Frag

-1

1+1d6K, Ex

1d6-1

30 / 8

Gas- Bloodfire

-1

8d6 N, Ex

Must breathe gas to be affected (-1/2), effect lasts 1 turn

60 / 15

Gas- Choke or Stun

-1

4d6N, NND, Ex

Must breathe gas to be affected (-1/2), effect lasts 1 turn

60 / 15

Gas- Hallucinogen

-1

8d6 mental illusions, Ex

Illusion is random (-1/2), must breathe gas to be affected (-1/2), effect lasts 1 turn

60 / 13

Haywire

-1

2d6K, Aoe Radius

Only affects electronics (-1)

60 / 13

Krak

-1

3d6K

1d6-1

45 / 13

Photon

-1

3d6Flash, explosive,

Double radius (lose 1 d6 per2 hexes)

52 / 15

Plasma

-1

4d6K

60 / 15

Smoke

-1

Darkness to normal sight,

Each charge lasts 1 turn. 2" radius

30 / 9

Stasis

-1

1/2d6 SPD Drain, Ex

75 / 21

Tanglefoot

-1

25 STR TK

Each charge lasts 1 turn, only to knock over

37 / 7

These are hand grenades. Except for the Stasis grenade, they can be used in a grenade launcher, in which case a magazine of each kind adds 2 to the cost of the grenade launcher. When using these variant grenades, the grenade launcher does not receive its normal range mod. Grenades have no STR min. Cost is based on a pouch of 12 grenades, except for those with a duration, for which it is based on 8 grenades. Since Grenades are hidden in pouches or pockets, and cannot easily be removed, they are costed as OIF.


Small Arms Notes

Afx = Autofire "x shots"

AoE = Area of Effect

AP = Armor-piercing

Ex = Explosive

IN = Indirect

NRM = No range Mod

RP = Reduced penetration

RR = Reduced by range

SE = Side Effect