Difference between revisions of "Savage X-COM: Expendable Weapons"

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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 a cone template is automatically hit. Can be triggered by proximity trigger or a remote detonator.<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>
 
'''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>

Latest revision as of 21:45, 10 January 2024

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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.
Range: 5/10/20
Damage: 3d6
AP: 0
Weight: 1
Notes: Medium Burst Template

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.
Range: 5/10/20
Damage: 0
AP: 0
Weight: 1
Notes: Large Burst Template, gives heavy cover for two turns and blocks vision

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.
Range: 5/10/20
Damage: 0
AP: 0
Weight: 1
Notes: Medium Burst Template. Targets must make a vigor roll at -2 or be shaken

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.
Range: 5/10/20
Damage: 5d4
AP: 5
Weight: 1
Notes: Small burst template, flammable objects in burst catch on fire on a 4-6

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.
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.
Damage: 4d6
AP: 5
Weight: 1
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.

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.
Damage: 4d6
AP: 0
Weight: 3
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.

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.
Weight: 8
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.