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Grenades and Explosives
Many explosives require
detonators, which are described in Weapon Accessories. 40mm Fragmentation Grenade This small explosive device
must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel
in all directions when it explodes. The 40mm fragmentation
grenade has a minimum range of 40 feet. If fired against a target closer than
40 feet away, it does not arm and will not explode. The purchase DC given is for
a box of 6 grenades. C4/SemtexSo-called “plastic”
explosives resemble slabs of wax. Hard and translucent when cold, these
explosives warm up when kneaded, and then can be coaxed to take various shapes.
The information on the table represents a 1-pound block. Additional blocks can
be wired together, increasing the damage and burst radius; each additional
block increases the damage by +2d6 and the burst radius by 2 feet, and requires
a Demolitions check (DC 15) to link them. Although the damage
statistics on the table represent a 1-pound block, C4 is sold in 4-block
packages. The purchase DC given represents a package of 4 blocks. C4/Semtex requires a
detonator to set off. It is considered to be a moderate explosive for the
purpose of using a Craft (chemical) check to manufacture it. Det CordDet cord is an explosive in a
ropelike form. Technically, det cord doesn’t explode—but it burns so fast
(4,000 yards per second) that it might as well be exploding. Normally used to
string multiple explosive charges together for simultaneous detonation
(allowing a single detonator to set them all off), det cord can also be looped
around a tree or post or other object to cut it neatly in half. The information on the table
represents a 50-foot length. A length of det cord can be spread out to pass
through up to ten 5-foot squares. When this is the case, it deals the indicated
damage to all creatures in each 5-foot square through which it passes. It can also be doubled up;
for each additional 5 feet of cord within a single 5-foot square, increase the
damage by +1d6 to a maximum increase of +4d6. Det cord requires a detonator
to set it off. It is considered to be a simple explosive for the purpose of
using a Craft (chemical) check to manufacture it. DynamitePerhaps one of the most
common and straightforward explosives, dynamite is very stable under normal
conditions. A stick of dynamite requires a fuse or detonator to set it off.
Additional sticks can be set off at the same time if they are within the burst
radius of the first stick, increasing the damage and burst radius of the
explosion. Each additional stick increases the damage by +1d6 (maximum 10d6)
and the burst radius by 5 feet (maximum 20 feet). It’s possible to wire
together several sticks of dynamite for even greater explosive effect. Doing so
requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds
on the check, the damage or the burst radius of the explosion increases by 50%
(the character’s choice). Dynamite is sold in boxes of
12 sticks. It is considered to be a simple explosive for the purpose of using a
Craft (chemical) check to manufacture it. To set off dynamite using a
fuse, the fuse must first be lit, requiring a move action (and a lighter or
other source of flame). The amount of time until the dynamite explodes depends
on the length of the fuse—a fuse can be cut short enough for the dynamite to
detonate in the same round (allowing it to be used much like a grenade), or
long enough to take several minutes to detonate. Cutting the fuse to the
appropriate length requires a move action. Fragmentation GrenadeThe most common military
grenade, this is a small explosive device that sprays shrapnel in all
directions when it explodes. The purchase DC given is for
a box of 6 grenades. Smoke GrenadeMilitary and police forces
use these weapons to create temporary concealment. On the round when it is
thrown, a smoke grenade fills the four squares around it with smoke. On the
following round, it fills all squares within 10 feet, and on the third round it
fills all squares within 15 feet. The smoke obscures all sight, including the
darkvision ability granted by night vision goggles. Any creature within the
area has total concealment (attacks suffer a 50% miss chance, and the attacker
can’t use sight to locate the target). It disperses after 10 rounds, though a
moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+
mph) disperses it in 1 round. Smoke grenades are available in several colors,
including white, red, yellow, green, and purple. As such, they can be used as
signal devices. The purchase DC given is for
a box of 6 grenades. Tear
Gas Grenade Military and police forces
use these weapons to disperse crowds and smoke out hostage takers. On the round
that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of
irritant that causes eyes to fill with tears. On the following round, it fills
a 10-foot radius, and on the third round it fills a 15-foot radius. It
disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke
in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. A character caught in a cloud
of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is
in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who
succeed at their saves but remain in the cloud must continue to save each
round. A gas mask renders the target immune to the effects. A wet cloth held
over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save. The purchase DC given is for
a box of 6 grenades. Thermite
Grenade Thermite does not technically
explode. Instead, it creates intense heat meant to burn or melt through an
object upon which the grenade is set. Military forces use thermite grenades to
quickly destroy key pieces of equipment. The purchase DC given is for
a box of 6 grenades. White Phosphorus GrenadeWhite phosphorus grenades use
an explosive charge to distribute burning phosphorus across the burst radius.
Any target that takes damage from a White Phosphorus grenade is dealt an
additional 1d6 points of fire damage in the following round and risks catching
on fire. In addition, a WP grenade
creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade
(see above), except that it only fills squares within 5 feet of the explosion
point. The purchase DC given is for
a box of 6 grenades. Splash Weapons
Many splash weapons, such as
Molotov cocktails, are essentially homemade devices (improvised explosives).
The purchase DC given in Table: Explosives and Splash Weapons reflects the
typical cost of the necessary components. See the Craft (chemical) skill for
details on making improvised explosives. Acid, MildA character can throw a flask
of acid as a grenadelike weapon. A flask is made of ceramic, metal, or glass
(depending on the substance it has to hold), with a tight stopper, and holds
about 1 pint of liquid. This entry represents any mild caustic substance. Acid
may be purchased in many places, including hardware stores. Molotov CocktailA Molotov cocktail is a flask
containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily
made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). The
purchase DC given is for the components. To use it, the rag must first be lit,
requiring a move action (and a lighter or other source of flame). The cocktail
detonates in 2 rounds or on impact with a solid object, whichever comes first.
A target that takes a direct hit is dealt an additional 1d6 points of fire
damage in the following round and risks catching on fire.
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