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====Explosives==== '''HAND GRENADES (SMALL)''': see SWADE pg. 78; Smoke and Stun Grenades are CL 2, RP 3 points each. The Mk67 (Modern) Grenades are CL 4, RP 4 each. Weight is listed in their game stats.</br> '''TEAR GAS GRENADE (SMALL)''': CL 2, RP 3 points each canister grenade. Within a LBT must make a Vigor -2 check or become Distracted and Vulnerable and lowers their Pace by half. The tear gas lingers in the LBT for 3d6 rounds and any creature who enters must make the Vigor -2 check or suffers as above. It also creates a Obscure in the LBT (-2 to Vision ''Novice'' and ''Shooting'' or Ranged Attacks) Creatures that move out of the area can make a Vigor -2 check on the round, a success removes the adverse affects at the end of your round, a raise removes them instantly. As an Action can try a ''Healing'' skill check when the target is out of the burst area to remove these conditions also. Wt. 2lbs.</br> '''C4 BREACHING CHARGE (SMALL)''': CL 3, RP 3 points per charge. The breaching charge requires a tiny wireless or wired detonator, which is issued with the charge and requires an action to detonate. When detonated, a C4 breaching charge will open a locked wooden or metal door. If detonated while attached to a creature, the charge deals 3d6 damage to the creature. Wt. 3lbs.</br> '''TIMED CHARGE (MEDIUM)''': CL 4, RP 6 points per charge. An action can be used to set the timer for either 30 seconds, 1 minute, or 10 minutes. Once activated, the timer can only be stopped by succeeding ''Repair'' check. With the charge detonates it deals 4d6 damage with AP4 in a LBT. Wt. 6lbs.
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