Editing Savage X-COM: Expendable Weapons

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[[Savage_X-COM | Back to Main Page]]
 
[[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>
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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>
 
Range: 5/10/20<br>
 
Damage: 3d6<br>
 
Damage: 3d6<br>
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Notes: Medium Burst Template<br>
 
Notes: Medium Burst Template<br>
 
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'''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>
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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>
 
Range: 5/10/20<br>
 
Damage: 0<br>
 
Damage: 0<br>
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Notes: Large Burst Template, gives heavy cover for two turns and blocks vision<br>
 
Notes: Large Burst Template, gives heavy cover for two turns and blocks vision<br>
 
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'''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>
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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>
 
Range: 5/10/20<br>
 
Damage: 0<br>
 
Damage: 0<br>
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Notes: Medium Burst Template. Targets must make a vigor roll at -2 or be shaken<br>
 
Notes: Medium Burst Template. Targets must make a vigor roll at -2 or be shaken<br>
 
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'''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>
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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>
 
Range: 5/10/20<br>
 
Damage: 5d4<br>
 
Damage: 5d4<br>
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Notes:  Small burst template, flammable objects in burst catch on fire on a 4-6<br>
 
Notes:  Small burst template, flammable objects in burst catch on fire on a 4-6<br>
 
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'''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>
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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>
 
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>
 
Damage: 4d6<br>
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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>
 
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>
 
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'''M18 Claymore Mine:''' The M18A1 Claymore is a directional anti-personnel mine that fires steel balls within a 60° 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>
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M18 Claymore Mine: The M18A1 Claymore is a directional anti-personnel mine that fires steel balls within a 60° 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>
 
Damage: 4d6<br>
 
AP: 0<br>
 
AP: 0<br>
 
Weight: 3<br>
 
Weight: 3<br>
Notes: Claymores fire a spray of deadly steel balls in a 60° frontal arc. Everyone within a cone template is automatically hit. Can be triggered by proximity trigger or a remote detonator.<br>
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Notes: Claymores fire a spray of deadly steel balls in a 60° frontal arc. Everyone within 12” (24 yards) is automatically hit. Roll a die for all other targets up to 50” (100 yards). Those who get an odd result are also hit. It can be detonated by a proximity trigger or remote trigger.<br>
 
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'''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>
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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>
 
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>
 
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>
 
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