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Shadows over Baltimore

Explosives













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Grenades

Grenades are small, self-contained explosive packages. They may come with a built-in timer to detonate after a pre-set amount of time (usually 5 seconds), a motion-sensor set to detonate on impact, or a wireless link set to detonate upon remote command. Damage from grenades is resisted with Impact armor.

 

Some grenade models are spherical or cylinder-shaped, while aerodynamic models are rings or disks with superior range capabilities. Minigrenades are specifically designed for use with grenade launchers (either the standard version). They are set to arm when they have traveled 5 meters from their point of origin and explode on impact (unless using an airburst link). This safety feature can be disabled with an Armorer + Logic (3, 5 Minutes) Extended Test. Minigrenades have the same Cost and effects as standard grenades.

 

Use the Throwing skill when throwing grenades, or Heavy Weapons when launching from a grenade launcher.

 

Grenades and similar explosives can also be rigged with a tripwire to set up as a basic booby-trap. This requires a Demolitions + Agility (8, 1 Complex Action) Extended Test.
















Flash Bang Grenade
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Grenade

Damage

AP

Blast

Avail

Cost

Flash Bang

6S

-3

10m Radius

6R

30

 
Upon detonation, flash-bang grenades spread a metallic powder out over the area that ignites in contact with the oxygen in the atmosphere, creating a loud, bright, shocking blast distributed equally over a radius of 10 meters.

Fragmentation Grenade
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Grenade

Damage

AP

Blast

Avail

Cost

Fragmentation

12P (f)

+5

-1/m

10F

35

 
These are designed to spread a cloud of deadly shrapnel over a large area, seriously injuring soft targets. Their damage value reduces by –1 per meter from the point of the explosion’s origin.

Gas Grenade
ggass.jpg

Grenade

Damage

AP

Blast

Avail

Cost

Gas

Chemical

-

10m Radius

4+ Chemical

20 + Chemical

 

Instead of exploding, the gas grenade releases a cloud of gas over an area with a diameter of 20 meters. This is usually riot control/CS gas, but many other chemicals can be chosen. The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas at the gamemaster’s discretion).

High Explosive Grenade
gxplosive.jpg

Grenade

Damage

AP

Blast

Avail

Cost

High Explosive

10P

-2

-2/m

7F

45

 

These grenades are designed to deliver a tremendous blast, penetrating even heavily armored targets. Their damage value reduces by –2 per meter from the point of the explosion’s origin.

Smoke Grenade
gsmoke.jpg

Grenade

Damage

AP

Blast

Avail

Cost

Smoke

-

-

10m Radius

4R

30

 
Similar to the gas grenade, the smoke grenade releases a cloud of smoke over an area with a diameter of 20 meters. The cloud obscures vision, applying visibility modifiers for smoke to relevant tests. It lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas at the gamemaster’s discretion).

Thermal Smoke Grenade
gtherm.jpg

Grenade

Damage

AP

Blast

Avail

Cost

Thermal Smoke

-

-

10m Radius

6R

35

 

These are the same as smoke grenades, except that the smoke containing hot particles that obscure thermographic vision; apply the visibility modifiers for thermal smoke

Explosives

Explosives are primarily used to damage structures. Characters use Demolitions skill to prepare explosives, measuring how well they target key or weak structural points and focus the blast. Each hit on the Demolitions + Logic Test adds 1 to the explosive’s effective rating. An explosive’s Damage Value is calculated as (modified) rating x the square root of the kilograms used. Damage is Physical. Like grenades, the DV is reduced the further you get from the epicenter of the blast. The Blast value for a circular explosion is –2 per meter, while the Blast value for a directional explosion (up to 60 degrees in a specific direction) is –1 per meter. When attached directly to a target, the target’s armor is halved, otherwise the explosive is assumed to have an AP value of 0.

 

If an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast—the Blast value is halved, effectively doubling the radius of effect

Commercial Explosives
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Explosives, per Kg

Rating

Avail

Cost

Commercial

3

8R

100

 

This covers a range of explosive compounds, both solid and liquid, composed of a high explosive chemical and a stabilizer to reduce the sensitivity and increase the stability of the material.

Plastic Explosives
plastic.gif

Explosives, per Kg

Rating

Avail

Cost

Plastic

4-15

16F

Rating x100

 

Highly stable, moldable, and adhesive, plastic explosives are ideal for certain jobs—like blowing a hole in a wall. They are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440-volt industrial explosives.

Foam Explosive
foamx.jpg

Explosives, per Kg

Rating

Avail

Cost

Foam

4-15

12F

Rating x100

 

This special plastic explosive compound has the consistency of shaving cream, is stored in an aerosol can, and can be sprayed onto a surface or into a crevice. Like regular plastic explosives, explosive foam is detonated by electric current.

Detonator Cap
detcap.jpg

Explosives Accessory

Rating

Avail

Cost

Detonator Cap

-

8R

75

 
Contains a detonator explosive or electrical fuse with which an explosion can be initiated. Incorporates a timer and wireless receiver for remote detonation.
















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