Home > Gear List > Grenades, Rockets and Missiles

Grenades

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).
Grenades
Type Damage AP Blast Avail Cost
Flash-Bang 10S -4 10m Radius 6R 100
Flash-Pak Special - Special 4 125
Fragmentation 18P(f) +5 -1/m 11F 100
High Explosive 16P -2 -2/m 11F 100
Gas As Chemical - 10m Radius 2 + Chemical Availability 40 + Chemical Cost
Smoke - - 10m Radius 4R 40
Thermal Smoke - - 10m Radius 6R 60

Flash-Bang Grenades

Upon detonation, these “concussion” or “stun” grenades explode to create a bright, loud, shocking blast distributed equally over a radius of 10 meters.

Flash-Pak

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. 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.

Fragmentation Grenade

These classic killing devices are designed to spread a cloud of deadly shrapnel over a large area, seriously injuring soft targets.

High-Explosive Grenade

These grenades are designed to deliver a large blast and concentrated hurt.

Gas Grenade

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).

Smoke Grenade

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).

Thermal Smoke Grenade

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).

Rockets and Missiles

Rockets are projectiles consisting of a light metal or plastic body with stabilizing fins, a propulsion system (usually solid-chemical) and a warhead. Missiles are rockets that carry internal guidance systems, making them more expensive than standard “dumb” rockets.

Rules for firing rockets and missiles are on p. 181. Rockets and missiles are set to arm when they have traveled 10 meters from their point of origin and explode on impact. This safety feature can be disabled with an Armorer + Logic [Mental] (4, 5 Minutes) Extended Test. In addition to any other wireless bonus, all rockets and missiles have the following wireless feature:

Wireless: You can use the wireless link trigger for your rocket or missile, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).
Rockets And Missiles
Rockets Damage AP Blast Avail Cost
Anti-Vehicle 24P -4/-10 -4/m 18F 2,800
Fragmentation 23P(f) +5 -1/m 12F 2,000
High Explosive 21P -2 -2/m 18F 2,100
Missiles Damage AP Blast Avail Cost
As Rocket As Rocket As Rocket As Rocket +4 +Sensor Rating x 500

Anti-Vehicle

AV rockets/missiles contain a shapedcharge warhead designed to burn or punch its way through a vehicle or barrier. Though the impact causes a blast, it is limited compared to that of a High-Explosive projectile. AV attacks have an AP of –10 against vehicles and barriers, –4 against other targets.

Fragmentation

Used principally against people, the warhead discharges high-speed metal or plastic-metal fragments designed to tear into unprotected flesh. These rockets/missiles are very effective against unprotected individuals, but fairly ineffective against barriers, structures, and vehicles.

High Explosive

HE rockets/missiles are designed to do heavy damage to a large area. Their blast pattern is similar to that of a grenade, but much larger. They are not particularly effective against hardened targets, such as vehicles or protected military structures. HE weapons use the standard grenade rules for determining the blast and its effects.