Grenades (most courtesy of Kevin Dole)
        The first grenades were clay pots or hollow wooden or glass containers packed with primitive, explosive powders, acids or flammable liquids, and usually fitted with a fuse, which had to be light from a flame before throwing. They eventually progressed to metal, fiber or plastic containers filled with various chemical compounds and explosives and fitted with either a timer or impact detonation system. Modern hand grenades found in use throughout the Empire have advanced little from those relatively primitive items, except in becoming more compact. Their use remains the same: "pocket artillery".

        NOTE: when a character first procures a grenade, the PC or the GM must state weather it is fitted with a timer fuse (what is the duration, and is it adjustable) or an impact fuse, and if it is armed with a pull ring (with or without a safety handle), switch or push button. This can and does make a huge difference in how to use them, especially when constructing booby traps and improvised land mines.

Main-Stream Grenades

Fragmentation Grenades
Concussion Grenades
EMP Grenades
White Phosphorus Grenades
Thermite Grenades
Anti-Vehicle Grenades
Smoke Grenades
Flash/Bang Grenades
Glop Grenades
Regurgintant Gas Grenades
Tear Gas Grenades
Concussive Stun Grenades
Stun Gas Grenades
"Thumper"
Specialty Ammo
Dragons Breath
Flares
Flechette Shells
Net Shells
Mini Grenades
 

 
Main-Stream Grenades
Fragmentation Grenades
purpose: anti-personnel

The fragmentation grenade, or "frag" as it often called, is a popular and simple anti-personnel grenade. They consist of a metal or plastic and metal shell, filled with explosives. The explosives shatter the grenade body into small shards, which are razor sharp and nearly molten form the blast heat. They produce devastating wounds, but less bleeding then most people would think, due the extremely high temperature of the shrapnel. They are easily improvised from scrap metal and explosives, making them popular with criminals and subversives. 

type: fragmentation grenade 
skill: grenade 
availability: 1 R,X 
cost: 200 
range: 3-7/20/40 
blast radius: 0-2/4/6/10 
damage: 5D/4D/3D/2D
 
 

Concussion Grenades
purpose: anti-personnel (primary), anti-materiel (secondary)

The concussion grenade is arguably an improvement on the frag. It consists of a fibrous or plastic container filled with explosives, usually 50% more than is found in a fragmentation grenade of the same size. It's mechanism of wounding is from the concessive shock wave produced by the explosives. The higher quantity of explosives makes them suitable for emergency demolitions charges, and they function more effectively in vacuum or under water. They are less popular with insurgents, due to the higher quantity of explosives, but the lower quantity of metal makes them useful on worlds with primitive security sensors. The Imperial Munitions Mk 37 Mod 8 and Mod 9 are the standard issue hand grenade of Imperial Forces, fitted with a timer and impact detonation system respectively. 

type: concussion grenade 
skill: grenade 
availability: 2 R,X 
cost: 200 
range: 3-7/20/40 
blast radius: 0-2/4/6/8 
damage: 5D/4D/3D/2D
 
 

EMP Grenades
purpose: anti-electronics

The Electro-Magnetic Pulse (EMP) grenade is note a traditional grenade, but actually an electronic device that emits an incredible burst of microwave, cosmic and radio frequency radiation. This pulse is harmless due to its short duration, but was the effect of "killing" most electronic devices, especially droids and computer systems. This is caused by overloading the circuits faster than the overload breakers can usually respond, and even the best military systems usually need to be re-calibrated and have their breakers replaced before they are functional again, similar to ion cannons. 

type: EMP grenade 
skill: grenade 
availability: 2 R,X 
cost: 350 
range: 3-7/20/40 
blast radius: 0-2/4/6/10 
damage: 5D/4D/3D/2D Ion
 
 

White Phosphorus Grenades
purpose: anti-personnel/incendiary (primary), screening (secondary)

The white phosphorus grenade, also known as "Willie Petes", is a horrifically effective device that is officially listed as a screening device for the gray, wispy, light smoke it produces. Most experienced military personnel know better, using them for anti-material and anti-personnel effects. A Willie Pete consists of a light metal container packed with white phosphorus and a small bursting charge. When the charge detonates, it destroys the container, and spreads the white phosphorous, which ignites on contact with oxygen and burns at approximately 2750 degrees standard (27 and a half time the boiling point of water).
The only treatments for WP burns are to submerge in water the effected area, and then pick out the particles, or cover the WP with copper sulfate to deactivate it.  The particles will re-ignite as soon as they are exposed to oxygen. Most professional soldiers consider the use of WP-based munitions to be either a barbaric weapon of last resort, or a highly effective weapon with many suitable applications.  It all depends on their personality. 

type: white phosphorus grenade 
skill: grenade 
availability: 2 R,X 
cost: 300 
range: 3-7/20/40 
blast radius: 0-2/4/8 
damage: 5D/4D/3D, does 3D damage per round to flammable material (including most people) until smothered/submerged, or until the effected bodily areas and/or structures are gone. Generates 1D smoke for 10 rounds.
note: will not work in an atmosphere that does not contain freely available oxygen
personal note: I give any Force using character a Dark Side Point if they use these things too often or enjoy and/or advocates their standard use.
 
 

Thermite Grenades
purpose: anti-material 

Thermite grenades are designed as anti-materiel devices. They consist of a light metal or plastic body packed with several chemical compounds, primarily thermite (a ferric compound). Unlike WP grenades, they do not burst, they just burn- at temperatures hot enough to melt most ferric alloys, many ceramic composites and most polymers and carbon fiber compounds. The 2200 standard degree mass of molten iron is hot enough to fuse or melt through almost any armor or machinery given enough time and quantity. Due to the chemical nature of thermite, it produces its own oxygen, and may be used underwater or in space. They are more easily improvised and much safer to carry than phosphorus. 

type: thermite grenade 
skill: grenade 
availability: 2 R 
cost: 300 
range: 0-5/10/20 
damage: 8D per round for the next ten rounds.
 
 

Anti-Vehicle Grenades
purpose: anti-vehicle

The new crop of anti-vehicle grenades are extremely popular with all light infantry and urban forces, as they have the ability to make holes in even moderately large vehicles. They consist of a streamer stabilized shaped charge with a contact detonator set at the proper stand-off distance for maximum effect. Some may also be had with a sticky patch on the stand-off cone and a timer, allowing them to be effectively used to breach fuel tanks and similar structures in the manner of a traditional shaped charge, but pre-built and less cumbersome. Unfortunately, they are expensive and heavy, meaning that they are still relatively rare and a pain to carry in large quantity. 

type: anti-vehicle grenade 
skill: grenade 
availability: 2 X 
cost: 750 
range: 0-5/10/20 
blast radius: 0-2/4/8 
damage: 7D, if used against speeder scale targets, ignore scale differences
 
 

Smoke Grenades
purpose: screening (primary), signalling (secondary)

Smoke grenades are popular with every one from cops to grunts to "rock shatter" music groups, as they are available in a wide verity of colors, have no permanent effects, are cheap and make a dense smoke. They consist of a container packed with either a burning or chemical reaction based smoke producing filler, and have several holes that are covered with plasticized tape. The most common colors of smoke are white, red, yellow, green, purple and black in that order. 

type: smoke grenade 
skill: grenade 
availability: 1 F 
cost: 25 
range: 3-7/20/40 
radius: 3m 
damage: produce a 2D smoke cloud for 12 rounds
 
 

Flash/Bang Grenades
purpose: Distraction and disorientation

A flash/bang is usually one the first things through the door during a hostage rescue, kidnapping or prison breaking mission. Most
flash/bang grenades consist of a canister of a fibrous material packed full of flash powder. They produce an incredibly loud bang and star-bright flash, that serves to temporarily blind, deafen and disorient everyone in the immedate area for about a minute, allowing a minimum of force and fuss to be used by the attackers. They have also been known to render lightly built individuals unconscious. Their only draw back is that they can be lethal and are debilitating to anyone unfortunate enough to actually be touching the device when it detonates, and a stray blaster shot that hits just right, or a sufficient drop, can set them off unintentionally. 

type: flash/bang 
skill: grenade 
availability: 2 F,R 
cost: 150 
range: 3-7/20/40 
blast radius: 0-6 
damage: 2D Stun. Also does 6D vs PERC, if effect damage is greater than 6, target blinded and deafened for 2D rounds. -3D PERC and all skills requiring vision or hearing, including most DEX and MECH skills. Does 4D damage if in contact with an object or person. 
note: If the grenade is hit or crushed before arming, roll to see if they detonate. They have 2D body strength, and if the result is better than wounded, it detonates.
 
 

Glop Grenades
purpose: suspect restraint grenade

Glop grenades are a non-traditional device. when they explode, they spew a mass of rapidly hardening foam over an area. This material is very strong, and sets up in about a second, and only break down when the proper solvent is applied. They used mainly  or riot control and to stop prison escapes. They are almost completely non-leathal, and relatively easy to own. Increasingly, some organizations are using them as training assistance devices instead of the traditional smoke and riot gas grenades. (this is taken from the Han Solo and the Corporate Sector Sourcebook) 

type: glop grenade 
skill: grenade 
availability: 2 R 
cost: 275 
range: 3-7/30/60 
blast radius: 0-1/4/8 
damage: 6D/5D/3D, holding STR of glop
 
 

Regurgintant Gas Grenades
purpose: riot control

Regugitant gas is an effective, non-lethal, anti-personnel device used primarily to disperse riots and prison uprisings, but has seen
some use as a chemical and biological warfare training device. They are similar in appearance and construction to smoke grenades, but have some unpleasant effects, starting with sever nausea, leading to projectile vomiting, that last about four times as long as the victim's exposure to the gas cloud. Due to the extreme effects of regurgitate gas on most sentients, many civil rights groups have protested it's use in dispelling riots 

     type: nausea gas grenade 
     skill: grenade 
     availability: 2 R,X 
     cost: 100 
     range: 3-7/20/40 
     blast radius: 0-3 
     damage 6D vs Stamina. Gas active for 1D minutes. If char's rolls unsuccessful, all rolls +4D difficulty (while character
     empties guts) for 4 rounds per every round of exposure. Functions as a 1D smoke screen. Blocked breath mask.
 
 

Tear Gas Grenades
purpose: riot control

Tear gas is viewed by many as a more humane alternative to regurgitate gas, and is in use were ever one might use regurgitants. For this reason, it is much less tightly regulated to civilians. It need not be breathed, as it primarily targets the eyes. An individual exposed to tear gas typically experiences copious tearing of the eyes, coughing and an occasional tightening of the throat, but not to the point of endangering the life of the target. It is for this reason that many military forces use it, as the majority of military and law enforcement personnel have been trained to function despite the effects of the gas or have become acclimated to it, as have many individuals who live in heavily urbanized or industrialized areas with extensive air pollution. 

  type: tear gas grenade 
skill: grenade 
availability: 1 F, R 
cost: 200 
range: 3-7/20/40 
blast radius: 0-3 
damage: 3D vs Stamina. Gas active for 2D minutes. Roll damage at start of round. If character's roll unsuccessful, increase all difficulties by that amount. Effects last for 1D-2 rounds after leaving gas cloud. Functions as a 1D smoke screen. Blocked by breath mask.
 
 

Concussive Stun Grenades
purpose: incapacitation

Concussive stun grenades are a lighter weight version of the concussion grenade, meant only to stun, not kill. Unfortunately, they 
can cause permanent and even lethal injuries, despite the good intentions of the users. For this reason, they are just as tightly regulated as lethal grenades, and they are relatively unpopular with law enforcement and hostage rescue teams. 

type: concessive stun grenade 
skill: grenade 
availability: 2 R,X 
cost: 250 
range: 3-7/20/40 
blast radius: 0-2/4/8 
damage: 6D/5D/3D/2D Stun. Any complications rolled on the Wild Die by either the grenade's damage die, or the target's STR resistance, treat the one half the damage as lethal force.
 
 

Stun Gas Grenades
purpose: incapacitation/riot control

Stun gas is a more popular alternative to concessive stun grenades, as it plays few lethal tricks on the target. Similar in appearance and construction to smoke and riot gas grenades, it is used by anyone who wants to take an individual alive or minimize the danger to surround property and innocent bystanders. It is exceedingly fast acting, dropping all but the most stalwart individuals in a matter of seconds. There are two popular stun gases an the market today, CC-457 and MS 92. CC-457 is used most often by the military, as it can effect the body merely be skin contact, while MS 97 is more often sold to civilians as must be breathed to be effective. Other popular models include the Czerka Bothan Stun Spore models. 

type: stun gas grenade 
skill: grenade 
availability: 2 R,X (civilian version 2 F,R) 
cost: 320 (civilian version 250) 
range: 3-7/20/40 
blast radius: 0-3 
damage: 5D Stun. Gas active for 2D minutes. Roll damage at start of round. Functions as a 1D smoke screen. Blocked by full body suit (military version) (blocked by breath mask with civilian version).
 
 

"Thumper"
purpose: target tracking and designation 

Active target tracking and designation devices, or "Thumpers" as they are affectionately known, aren't really hand grenades at all. Rather, they are an electronic device with a fusion disk on one end and a cluster of strobes, antennas and a streamer stabilizer at the other. They are used to mark vehicles that regular infantry can't deal with, for destruction by air or artillery support. Thumpers have an active life of about five hours, during which time the continuously transmit a beeper pulse. If the planet they are on has a positioning satellite net, the readout from the satellite signal is also transmitted. In addition to signal identification, thumpers are fitted with a high-intensity strobe light, allowing for visual targeting. 

Type: Thumper
Skill: Grenade
Availability: 2 R
Cost: 800
Range: 0-5/10/20
 
 

Specialty Ammo
Dragons Breath
purpose: Incendiary (primary), signaling (secondary) 

The Dragon Breath, or Fireball, round fires a cloud of material similar to thermite, but not quite as hot. This red-hot cloud expands over range, producing some incredible light effects which can be seen for several thousand meters under the right conditions, making the Dragon Breath suitable for some signaling and distraction. It will also ignite most fibrous and organic material, giving them a horrific anti-personnel capability that is often overlooked by instructors and grunts alike. They where originally designed to give the grenadier an anti-material role. 

Type: Incideary grenade launcher shell
Skill: Missile weapons: flechette rifle
Availability: 2 F,R,X
Cost: 100
Range: 3-10/20/40
Burst Radius (by range): .5/1/2m
Damage (by range): 5D/4D/3D, does 3D damage for next 3 rounds.
 
 

Flares
purpose: signaling (primary), illumination (secondary, non-bursting type only) 

Flare shells what started the grenade launcher history. Originally, an illuminating or bursting shell would be fired into the air for various reasons. When the need for grenade launchers became apparent, designers look to the older flare guns for a ground work. Today, thins have not changed much. There are two kind of flares: bursting shells and parachute shells. The bursting shells reach an altitude set by a burning fuse, and detonate into a ball of light. The most common colors are white, red, blue and green. Parachute flares, on the other hand, do not explode. They burn in their color (white, red, blue or green) under a parachute for certain length of time, illuminating the area underneath them. Actual details vary between manufacturer. Most flare shells are between 105 and 125mm long.

Type: Flare (illuminating or bursting) grenade launcher shells
Availability: 2, F
Cost: 75
 
 

Flechette Shells
purpose: anti-personnel 

Flechette shells date from the days when a single-shot grenade launcher, a knife and (maybe) a slugthrower handgun was all that a grenadier carried for weapons. Demand for a direct-fire, defensive load was first met by loads composed of round pellets. When their range and penetration was found to be insufficient (due to the low velocity imparted by low pressure systems), experimentation with slim, fin stabilized darts started. Today's typical flechette load consists of one hundred plastic darts, about 2.5mm square. Like the Dragon Breath load, their pattern expands in flight, increasing the hit potential of the weapon. In today's automatic grenade launchers, these shells can have a devastating effect on massed infantry. 

Type: Flechette grenade launcher shells
Skill: Missile weapons: flechette rifle
Availability: 2 R, X
Cost: 100
Range: 3-10/30/60
Burst Radius (by range): .5/1/2m
Damage (by range): 5D/4D/3D
 
 

Net Shells
purpose: suspect restraint 

Net shells are an outgrowth of the traditional way to live-capture a target: throw a net at them. These shells consist of a 2.5m synthetic fiber net with small weights around the perimeter. These are used by law enforcement agencies and bounty hunters to take a subject into custody with a minimal of damage.

Type: Grenade launched-fired net
Skill: Missile weapons: tangler gun
Availability: 2 F,R
Cost: 60
Range: 3-10/30/60
Damage: 2D, does an additional 3D Stun. Must make opposed STR roll equal to Stun damage to untangle self.
 
 

Mini Grenades
"Mini-grenades" are a smaller, lighter version of a standerd grenade round. Mini-grenades are caseless rounds that have external dimensions of 25x45mm. They are cylndrical in shape and all packaging is consummed upon firing. They are popular with special forces, corporate raiders and mercs. The 25x45mm is the less popular of the two major standerdised chamberings for grenade launchers in the Empire, but they are gaining in popularity. The most common platform for these little lovelies is the Locris Syndicates model MGL-1. (see Galaxy Guide 10: Bounty Hunters for more information.) For reasons of simplicity, only the forms of ammunition and the damage for these rounds will be given here. Their costs per round are equal to the cost of a normal-sized hand grenade of the same type.
Type Damage Blast Radius
Concussion 4D/3D/2D 0-2/4/6
Fragmentation 4D/3D/2D 0-2/4/6
Stun (Concussive) 5D/3D/2D Stun 0-2/4/8
Smoke and other gases effect same as the same class of hand grenades 2m radius
Flechette and range is:  2-7/15/30m
Dragon Breath range is:  2-7/15/30m
Flare Identical to the 35x40 version
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