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====Grenades, Explosives and Other Chemicals==== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> GRENADES</br> Hand Grenades when thrown range of 5/10/20, using ''Athletics'' skill and all weigh 2lbs each. If shot from a grenade launcher use weapon’s range and change weight to 1lb each. Military grade Mini-Grenades (and GL) are also Caseless allowing the weapon to remain sealed. For Mortor Rounds change name from Grenade to Mortor, increase weight to 6lbs each and add +2dx damage dice (i.e. a Frag Mortor would deal 5d6 damage). All have an area-of-effect of a LBT if not already. If there is a gas it lingers twice as long. If a mortor round causes damage then add HW if not already. Increase the wealth cost down a additional -2.</br> '''Concussion Grenade''': Damage 2d8, AP 8, LBT. Wealth +2 for 3 grenades</br> '''Frag Grenade''': Damage 3d6, AP 4, MBT, HW. Wealth +1 for 3 grenades</br> '''High Explosive Grenade''': Damage 3d10, LBT. Wealth +0 for 3 grenades </br> '''Anti-Armor Grenade''': Damage 3d6, AP 16, SBT, HW. Wealth -2 for 3 grenades</br> '''Photon Flash Grenade''': LBT, Notes -targets in area must make an Agility -2 (-4 with raise) check or be ‘Blind’ (-6 to all vision based skills & checks) for 2d4 rounds. Wealth +0 for 3 grenades</br> '''Flame Burst Grenade''': Damage:3d8, MBT, Notes -Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. Wealth -1 for 3 grenades</br> '''Smoke Grenade''': LBT, Notes -produces thick smoke for 1 minute plus 1d6 rounds. Penalty -4 to all non-IR vision based ''Notice'' and Shooting checks into and out of the area. Wealth +4 for 3 grenades. </br> '''Thermal Smoke Grenade''': LBT, Notes -produces thick smoke for 1 minute plus 1d6 rounds. Thermal-signature to confuse IR, Penalty -4 to all Vision based ''Notice'' and ''Shooting'' checks into and out of the area. Wealth +2 for 3 grenades.</br> '''Stun/Shock Grenade''': MBT, Notes -everyone within area must make a Vigor -2 or be knocked unconscious for 1d4 minutes. After that Shaken but can recover normal after that. Wealth +1 for 3 grenades.</br> '''Tear Gas''': LBT, Notes -gas lasts 2d6 rounds. Vigor -4 or Distracted and Vulnerable for 1d6 minites. When outside are targets can make a Vigor -4 each round to recover. Also acts as a Smoke Grenade that creates obscuring smoke. Wealth +1 for 3 grenades</br> UTILITY CHEMICALS & OTHER EXPLOSIVE</br> '''Glue Sprayer''': an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled. Wt. 3lbs, Wealth +1 (refilling the applier +2) </br> '''Explosive Paste''': Damage 4d6, AP 8, SMT. Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with ''Repair'' check (can also be set to form a MBT with a seperate ''Repair'' check). Wt. 1lb, Wealth -1</br> '''Plastic Explosives''': Damage 4d6, AP 4, SBT, Wt. 1lbs.; requires a ''Repair'' check. Can be combined. For 2lbs. Damage 6d6; for 3lbs. Damage 8d6, MBT and HW; for 4lbs. Damage 10d6, LBT, HW. Each additional +2lbs adds +1d6 damage. If the esplosive is enought to create a Burst Template install can make a seperate ''Repair'' check to change that to a Blast Temple (in the direction they wish). Remote detonator and Timers cost 50¥ each with a range of 500” (1,000 yds) or set up to two hours timer. Wt. 1lb, Wealth -1</br> '''Thermite Burning Bar''': Damage 4d6, AP 4, HW. Causes continuous damage for 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and ''Repair'' skill check to set property. Wt. 1lb, Wealth -1</br> '''Charge Pack''': a simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates in 3 rounds after fuse pulled. Damage 4d8, AP 5, HW, MBT. Wt. 10lbs, Wealth -2 </br> '''XR-Bomb''': Damage 6d10, AP 12, HW, base ''Repair'' check and can be set for any Burst Template (Small, Medium, Large or Cone with a seperate ''Repair'' skill check), time from 1 round to 2 hours. A peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Wt. 10lb, Wealth -2</br> '''Mines''': Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 1,000 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a MBT. Both require a ''Repair'' check to set. Finding a mine requires a ''Notice'' check –4, and removing it is saftely a ''Repair'' check at –2. Wt. 15lbs and Wealth -2 each for anti-vehicle or 5lb for anti-personal, Wealth -1 each. </br>
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