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====Grenades and Explosives==== Hand grenades count as Simple Weapons for proficiency and are thrown with a range of 30/90.</br> Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These grenades have the two setting as normal grenades but they can also be set with air-burst. Air-Burst allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a '''DC12''' Intelligence (Mechanics) check to set property and uses 15ft of movement.</br> [[File:SR.D5.Genade.jpg | 350px | left]] Explosive packs are heavy explosives with a detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a '''DC15''' Intelligence (Mechanics) skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).</br> '''Concussion''': light explosive using air pressure as well as shrapnel to disrupt enemy lines.</br> '''Smoke''': after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.</br> '''Fragmentation''': deadly antipersonnel explosives with hundreds of steel flechettes. (Military)</br> '''Flash-Bang''': powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn. (Restricted)</br> '''Riot''': releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and having their Movement halves (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as above. (Restricted)</br> '''Tangler''': these grenades release fast hardening aerosol super-achieves that wraps around all targets within the area of affect to effectively trap they for a short term.</br> '''EMP''': doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Device holder's Intelligence saving throw vs. the '''DC'''. Failure means that the devices stops functioning for 1d4 minutes. Drones, computers, security systems, etc. within the area require an Intelligence saving throw vs. the DC or suffer the same result. Vehicle operators make an Intelligence save while Huge vehicles and larger, are immune against grenades. Vehicles that failed are at a disadvantage for all operations for 1d4 minutes. With a Mechanics skill check as an Action, against the DC of the grenade save will reactive the device. (Restricted)</br> '''White Phosphorus''': these military issued grenades have been outlawed by most of the world’s governments. Use the grenades '''DC''' instead of what listed under weapon properties above and the targets are at Disadvantage to saves to put out the flames until they fall prone and roll around on the ground (and that means they can make a normal save) and only gain advantage if immerses in water. (Military & Illegal for non-government).</br> '''Charge Pack''': explosive bomb and fairly simply timer (advantage with Mechanics check) (Military).</br> '''Mining Pack''': pre-made/mixed mining explosives mostly used to move dirt and rock (Restricted).</br> '''Anti-Armor Pack''': specialized bomb with adhesive pull-stripe, sticks to almost any surface (Military)</br> <font size=1> {| class="wikitable" border="0" | '''GRENADE''' || '''COST''' || '''DAMAGE''' || '''Save DC''' || '''EXP AREA''' || '''WT''' || '''PROPERTIES''' |- | Concussion || 25¥ || 2d8 force || Dex 14 || 15ft sphere || 2 || Knockdown |- | Smoke || 15¥ || non || none || 10/20/30ft sphere || 3 || -- |- | Fragmentation || 50¥ || 2d8 blast || Dex 15 || 10ft sphere || 2 || Knockdown |- | Flash-Bang || 60¥ || Special || Dex 18 || 10ft sphere || 2 || -- |- | Riot (Tear Gas) || 65¥ || Special || Con 15 || 5/10/15ft sphere || 3 || -- |- | Tangler || 50¥ || Restrained || Str 18 || 10ft sphere || 4 || -- |- | EMP || 75¥ || Special || Int 15 || 15ft sphere || 3 || -- |- | White-Phosphorus || 200¥ || 2d10 fire || Dex 15 || 10ft sphere || 4 || Flame |- | EXPLOSIVE PACKS |- | Charge Pack || 300¥ || 3d10 exploisve || Dex 15 || 20ft sphere || 10 || Heavy damage |- | Mining Pack || 500¥ || 5d10 explosive || Dex 12 || 40ft cone || 20 || AP, heavy weapon |- | Anti-Amor Pack || 750¥ || 6d10 explosive || Dex 18 || 15ft sphere || 14 || AP, heavy weapon |- |} </font size> OTHER EXPLOSIVES</br> '''Thermal Paste''': 500¥, Wt. 2lbs. This thermite gel typically comes in a squeeze tube that can be formed along doors, around a lock, etc. When ‘activated’ it undergoes a reduction-oxidation reaction that while not explosive creatures a brief burst of extremely high temperature heat in a small area. Damage 4d8 fire, 2ft area of affect (sphere), '''DC10''' Dexterity saving throw for half damage. It includes the weapon property AP and Heavy Damage. A tube has enough paste to spread along 20 feet long, 2” wide. It takes a '''DC15''' Intelligence (Mechanics) skill to properly deploy (Military).</br> '''Plastic Explosives''': 400¥ per 2lbs brick. This explosive is sold in 2 pound ‘bricks’ these can be combined for greater area of affect and/or damage. Requires an Explosive kit to set timer or set off remotely and to determine AOE. Base brick deals 3d8 explosive damage in a 10ft radius or 15ft cone; '''DC15''' Dexterity save for half. It includes weapon properties of AP and Heavy Damage. Each additional brick adds either +1d8 explosive damage, increase the AOE by 5ft radius or +5ft to cone area. All features require a separate '''DC15''' Intelligence (Mechanics) check (Military).</br>
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