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
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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
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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
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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.
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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.
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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
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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
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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.
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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
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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.
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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.
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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.
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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).
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"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
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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.
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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
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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
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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.
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