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'''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>
 
'''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>
 
'''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>
 
'''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>
 
'''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>
 
'''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>
 
OTHER EXPLOSIVES</br>

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