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===EXPLOSIVES=== Hand Grenades when thrown always have a range of 5/10/20. Min Grenades cost the same and are fired by a Grenade Launcher and change wt. to 1lb. {| class="wikitable" border="0" |- | '''NAME''' || '''DAMAGE''' || '''AREA''' || '''AP''' || '''WT''' || '''COST''' || '''NOTES''' |- | Blast || 3d6 || MBT || 3 || 2 || N (M) || - |- | Concussion || 2d8 || LBT || 8 || 2 || N || - |- | Wire || 3d6 || MBT || 6 || 2 || P (M) || - |- | Plasma || 3d8 || SBT || * || 2 || E (M) || Ignores non-seal armor. Targets in area remaining on fire for 2d6 rounds taking base damage until extinguished |- | Smoke || n/a || LBT || n/a || 3 || C || Attacks in area and into suffer a -4 to Notice and attack rolls |- | Thermal Smoke || n/a || LBT || n/a || 3 || N || As above but also vs. Thermal vision |- | Tangler || n/a || SBT || n/a || 3 || N || Targets in area as Entangle (SWAE pg. 161) but attack roll vs. Agility or Strength (stronger -2 base) |- | Flash || n/a || MBT || n/a || 2 || N || Targets in area Agility -4 or be Blinded and Vigor -4 or be Distracted and Vulnerable for one round. Recovery check at the end of each round at -2 to each seperately. |- | Sleeping Gas || n/a || LBT || n/a || 3 || P || Targets in area Vigor -2 or Shaken and must make a second Vigor -4 or be Incapacitied for 2d6 minutes. Recovering from Shaken as normal. Gas last 3d6 rounds. |- | Tear Gas || n/a || LBT || n/a || 3 || P || Targets in area Vigor -4 or Blinding and Shaken for 1d6 rounds. Recovery after at Vigor -2 at the end of each round. Gas last 3d6 rounds. |- |} Utility Chemicals and Other Explosives *'''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 (N). Wt. 3lbs, Cost N. *'''Dynamite''': Dam: 2d6, Wt. 2lbs., SBT. Can be combined with more sticks to increase damage and template size. 2 Sticks Damage 3d6; 4 Sticks Damage 4d6 and MBT; 8 Sticks Damage 5d6 and LBT. Each additional +4 sticks adds +1d6 damage. Wt. 2lbs and Cost C each stick *'''Explosive Paste Sprayer''': Damage 4d6, AP 8 and requires a Repair check to set (can form a Small or MBT, or cone burst with seperate Repair check). Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50β). Takes a Standard action to set with Repair check. Wt. 2lb, Cost P (M) *'''Plastic Explosives''': Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a Repair check. Can be combined. 2lbs. Damage 6d6; 3lbs. Damage 8d6, MBT and Heavy Weapon; 4lbs. Damage 10d6, LBT. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost N each with a range of 500β or set up to two hours. Wt. 1lb, Cost P (M) *'''Thermite Burning Bar''': Damage 4d6, AP 4, Heavy Weapon, Continuous damage 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Itsβ 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, Cost E (M) *'''Charge Pack''': simple explosive shackles meant to be βsetβ (pull fuse) and thrown (Range 5/10/15). Detonates 3 rounds after fuse pulled. Damage: 4d8, AP 5, Heavy Weapon, MBT. Wt. 10lbs, Cost P (M) *'''X-Bomb''': peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Damage: 6d10, AP 12, Heavy Weapon, can be set for any Burst Template (Small, Medium, Large or Cone with a Repair skill roll), timer from 1 round to 2 hours. Wt. 10lb, Cost E (M) *'''Mines''': Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 500 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a Large Burst Template. Both require a Repair check to set. Finding a mine requires a Notice roll at β4, and removing it is a Repair check at β2. Wt. 5lb, Cost E (M)
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