BASIC GRENADES AND EXPLOSIVES
Hand Grenades
• Fragmentation: 4D8 M.D. to a 20 foot (6 m) area.
• High Explosive: 6D8 M.D. to a 12 foot (3.6 m) area.
• Plasma: 5D8 M.D. to a 6 foot area (1.8 m) area.
Concussion Grenade: This explosive canister is not designed for mass destruction but to knock-down and stun victims. The materials of the canister are instantly melted in the blast instead of becoming deadly projectiles. When detonated the Concussive grenade erupts with a 30 foot (9.1 m) blast radius causing 1D4 M.D. to everyone within. Individuals caught in the blast are likely (01-88%) to be knocked off their feet and stunned (01-65%).
If only knocked down, the victim of this attack will have ringing ears and a headache, but only loses one melee action/attack and initiative. If stunned, the victim is dazed, -10 to strike, parry, dodge, roll with impact or pull punch, is the last to attack (no initiative) and loses half his attacks/actions per melee round for 1D4 melee rounds! Speed is also reduced by half during this period.
Flashbang Grenade: This riot/anti-terrorist weapon is designed to disorient and confuse criminals who are holding hostages in confined places. The grenade makes a loud exploding boom and emits a bright flash followed by a shower of white-hot sparkles and some white smoke. The flash, burning sparks, and smoke should blind and startle any character without some type of environmental armor or protective goggles. The victims of a flashbang are -8 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative.
Goop Grenades: The goop grenade operates on the same principle as the Goop Gun (detailed below), but affects an area rather than a specific target. Any time a target is successfully struck by a goop grenade it suffers a cumulative -2 penalty to either its P.S. or P.P. (whichever is higher.) This penalty remains in place until the compound is either dissolved or scraped off. If the target is struck with enough pellets that the cumulative penalty is equal to or greater than the P.S. or P.P., it is immobilized and cannot take any actions until the compound is removed. Hardened compound dissolves naturally after 8 hours or can be removed using chemical solvents. After the goop hardens, it requires 30 M.D.C. of damage to remove. This can be done with carefully placed energy blasts, explosives, M.D. punches, chiseling and so forth, but whatever method is used, one must be careful not to injure the target underneath. Note: At GM’s discretion, exceptionally large (Rook, Land Dominators, etc.) or incredibly strong (P.S. 50+) targets may be immune to the effects of both goop guns and grenades.
Nanites Grenade: A closely guarded secret, nanite grenades have recently been used against the Machine with devastating results. Nanite explosives are loaded with millions of engineered nanites that are capable of breaking down metals of all kinds. Not only do these nanites "eat" metal opportunistically; they actively look for these in their environment and then destroy them.
Upon impact, the grenade explodes into a cloud, releasing thousands of nanites. Starting from the point of impact, the nanites begin to consume the metal surface. The nanites are especially effective against military-type alloys and can be absolutely destructive against robots and armored vehicles. Given enough time, the nanites will dissolve the metal to a mere sludge.
While nanite grenades are powerful, it takes almost an hour for them to achieve their full effect. Masters at hit-and-run tactics, Cadre troops will usually ambush N.E.X.U.S. forces, strike the target(s), and then disappear to give the nanites time to work. This tactic will be repeated for several hours, until the enemy is destroyed or is so incapacitated that they be easily dealt with.
The nanites are absolutely harmless to M.D. ceramics, plastics, concrete or biological flesh of any kind. However, they cause half damage to synthetic or artificial flesh or coverings.
The nanites eventually die out in about an hour and are rendered inert.
- Weight: The average nanite grenade weighs one pound.
Mega-Damage: SPECIAL! The grenade causes 2D4 M.D. from the explosive release. However, the real damage comes from the nanites. The nanites attack and lessen the integrity of the metal, reducing its overall M.D.C. This overall reduction of M.D.C. occurs after one minute (4 melee rounds) of exposure to the nanites. The effects are noticeable as a fading of color or the appearance of dull blotches, followed by the metal becoming cracked, warped, and increasingly brittle. This has the following effect on the target:
- • Against body armor, light robots, or any target 600lbs or less, the nanites will reduce the overall M.D.C. at the point of impact by half.
• Heavier robots or targets (up to 2 tons) will have their M.D.C. at point of impact reduced by 30%
• Any target heavier than 2 tons will see an overall M.D.C. reduction of 10%.
Additional Effects: These additional effects take longer but are devastating as the nanites invade the interior of the target through the cracks and fissures. These effects occur 1D4x5 minutes after the initial attack. If a specific target was not named in the attack, roll percentile die (or the GM may pick one):
- 01-20% Main Weapon: The most powerful and/or important weapon of the target is rendered inoperable. Until full repairs are made, the weapon is completely useless.
21-40% Sensor Array: Radar, targeting, and/or communications systems have been destroyed. Until fully repaired (usually not possible on the battlefield) the target will always be last for initiative, loses, two melee attacks/actions, and all combat bonuses are reduced by ½. Furthermore, special scanning features such as radar, sonar, motion detection, and computer targeting are offline, forcing the target to rely entirely on basic optics and touch, in effect rendering it partially blind.
41-60% Appendage:
- • Human-shaped targets will experience system failure in a leg, arm, thruster, or other appendage. The plating has almost entirely dissolved and the environmental seal of the target has been broken. This exposes the pilot (if any) to external atmosphere and conditions. Any attacks targeted at this area will strike the pilot (if applicable) or count as Critical Strikes, inflicting double damage. Any special weapons, features, or abilities built into the limb are now destroyed.
• On a vehicle or vehicular style target, this will mean a leg, tread, thruster, or similar has been destroyed.
• On a bunker/building or similar, this will mean either a weapon turret, cannon, communications tower or sensor array is destroyed.
81-00% Two Secondary Weapons: The target has lost two secondary weapons. These could be vibro-blades, hand-held weapons, forearm weapons, etc.
Maximum Effective Range: For thrown grenades, the maximum range depends on the user’s strength; usually around 100ft. Launched grenades about 300ft.
Parachute Flares: This pyrotechnic device usually comes in a hand-held, throw-away launch tube. Three seconds after launching, it ignites into a bright, sparkling light that slowly drifts back down to earth. While in the air, the flare burns for 60 seconds and illuminates an area of roughly 150 feet (45.7 m) in diameter. Note: This is NOT a weapon, but if used as a weapon, the flare does 6D6 S.D.C. each melee round for one minute (four rounds). There is also a 50% chance of causing combustibles to catch fire.
Shimmer Grenade: Shimmer grenades are used as a deterrent and screen, preventing lasers from being fired in its area of effect. Composed of a dense layer of artificial crystals around an explosive central detonator core, shimmer grenades explode into a cloud of smoke and sparkling reflective particles. The smoke and particles redirect and diffuse laser light shot at or through the cloud. One grenade covers a roughly 20 foot radius. The cloud and particles remain for 1d3+6 rounds and in windy conditions for 1d3+1 rounds. Targets within the cloud are unaffected by lasers or similar light-based attacks. Normal visibility in the cloud is limited to roughly 5 feet. Targets within 5 feet have only half the usual bonuses to strike, parry, and dodge. Targets beyond 5 feet receive no bonuses (straight roll of the die) and have almost total concealment.
Smoke Grenades: This type of grenade releases a thick cloud of smoke that covers a 20 to 40 foot (6 to 12 m) radius. The smoke obscures vision in and through the cloud from those on the outside of it. Infrared cannot penetrate a smoke cloud or be used inside one. Those inside the cloud will be blinded and have trouble breathing. Those who are not protected by environmental suits or a gas mask and goggles will be -5 to strike, parry and dodge and -1 on initiative. Attackers firing into/through the cloud will be shooting wild.
Tear Gas Grenades: The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and water profusely, causing great discomfort and makes seeing clearly impossible. The gas also makes breathing difficult and irritates exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipating more quickly in 1D4 minutes). The victims of tear gas are -10 to strike, parry and dodge, -3 on initiative and lose one melee attack/action for each of the next 1D6+1 melee rounds. Those in environmental armor are completely safe and not affected.