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Savage X-COM: Expendable Weapons
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[[Savage_X-COM | Back to Main Page]] '''M67 Fragmentation Grenade:''' The standard hand grenade used by most NATO military forces. The grenade contains 6.5 ounces of Composition B high explosive, and has a kill radius of a few yards. It brings a nice balance of carry weight and destructive potential.<br> Range: 5/10/20<br> Damage: 3d6<br> AP: 0<br> Weight: 1<br> Notes: Medium Burst Template<br> <br> '''M8 Smoke Grenade:''' This grenade is filled with hexachloroethane which produces a thick white smoke when burned. These grenades are primarily used for aircraft signaling, and for screening team movements.<br> Range: 5/10/20<br> Damage: 0<br> AP: 0<br> Weight: 1<br> Notes: Large Burst Template, gives heavy cover for two turns and blocks vision<br> <br> '''M84 Stun Grenade (Flashbang):''' This grenade contains a magnesium based pyrotechnic charge which produces a flash of approximately one million candela and a bang of approximately 180 dB. Personnel in the blast radius are left disoriented and stunned.<br> Range: 5/10/20<br> Damage: 0<br> AP: 0<br> Weight: 1<br> Notes: Medium Burst Template. Targets must make a vigor roll at -2 or be shaken<br> <br> '''M14 Incendiary Grenade:''' A devastating special purpose grenade that uses thermite and a small explosive charge to create an extremely hot ball of molten metal capable of cutting through most armor.<br> Range: 5/10/20<br> Damage: 5d4<br> AP: 5<br> Weight: 1<br> Notes: Small burst template, flammable objects in burst catch on fire on a 4-6<br> <br> '''C-4 Charges:''' C-4 or Composition 4 is a common variety of the plastic explosive family known as Composition C. The British version of the explosive is known as PE-4 (Plastic Explosive). C-4 is composed of explosives, plastic binder, plasticizer to make it malleable, and usually a marker or odorizing taggant chemical.<br> C-4 has a texture similar to modeling clay and can be molded into any desired shape. C-4 is stable and an explosion can only be initiated by the combination of extreme heat and shock wave from a detonator.<br> Damage: 4d6<br> AP: 5<br> Weight: 1<br> Notes: Medium burst template. Increase AP by 5 with a raise on the Repair check when planting. Each additional charge increases damage by 1d6 and the radius by 1". It can be detonated with a remote detonator or timed fuse.<br> <br> '''M18 Claymore Mine:''' The M18A1 Claymore is a directional anti-personnel mine that fires steel balls within a 60Β° arc in front of the device. It is used primarily in ambushes and as an anti-infiltration device against enemy infantry. It is also used against unarmored vehicles.<br> Damage: 4d6<br> AP: 0<br> Weight: 3<br> Notes: Claymores fire a spray of deadly steel balls in a 60Β° frontal arc. Everyone within a cone template is automatically hit. Can be triggered by proximity trigger or a remote detonator.<br> <br> '''Breaching Charges:''' Military issue breaching charges are a carefully designed set of small, shaped charges of plastic explosives and det cords that are designed to blow open doors and non-reinforced walls to allow for rapid and dynamic entry.<br> Weight: 8<br> Notes: Small, tamped charge that creates a six-foot wide hole in the wall. Ineffective against armored locations. Anyone on the other side of the wall must make a Vigor -2 or be stunned for d6 rounds. Any spirit checks to recover suffers a -2 penalty. <br> <br> '''Proximity Grenade''': Another upgrade to our weaponry using techniques derived from the alien targeting mechanisms. The proximity grenade is a standard fragmentation grenade, with a sensor that can detect when a humanoid moves close to it. X-COM operatives and aligned personnel have beacons in their armor, that will prevent the grenade from detonating as long as the beacon is within the blast radius. Note that civilians and other personnel will trigger the proximity sensor.<br> If the grenade does not detonate after one hour, it will automatically defuse itself. This feature can be disabled by a Hacking check.<br> Range: 5/10/20<br> Damage: 3d6<br> AP: 0<br> Weight: 1<br> Notes: Medium Burst Template, detonates when a creature the size of a dog or larger enters within one square of the grenade after being primed. X-COM operatives or anyone with an X-COM Ally beacon does not trigger the detonation.<br> Quantity: 14<br> <br> '''EMP Grenades''': A prototype weapon being used by the multinational count terrorist teams, the EMP grenades is an extremely powerful electromagnetic bomb that destroys electronics. Counterterrorist teams use them to destroy lights, wreck modern cars and disable electronically armed explosives in advance of an assault. Their efficacy on alien equipment is unknown. Electronic equipment caught in the radius of this blast will be destroyed, not turned off for a few minutes.<br> Range: 5/10/20<br> Damage: 2d12<br> AP: 2<br> Weight: 1<br> Notes: Large burst template, disables all electronics in the radius permanently. Only deals damage to robotic targets<br> <br>
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