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.