Weapons

Grenades

Grenades are hand-tossed explosive charges, useful against organic and synthetic targets. The Systems Alliance uses the Mark 14 grenade, designed with retractable stabilizing fins. If the fins are extended, the grenade can be tossed like a discus, and glides long distances. With the fins retracted, the grenade can be lobbed over walls and other obstacles.

Most grenades can adhere to flat surfaces and have a 10-second fuse, allowing them to be used as makeshift shaped-charge mines or booby-traps. They can be triggered to detonate before their fuse runs out by a signal from any military hardsuit’s built-in communications gear.

The Mark 14 grenade come in four major kinds regular, high explosive, flash-bang, and thermite paste incendiary charges. More exotic varieties include charged particle proton charges, Bose-Einstein "cryo" condensates, and cobalt-salted micro-nukes.
All Mark 14 grenades have a range of 15 ft

High explosives: do 6d6 damage but have armor piercing 10. CR300

Thermite paste incendiary charges: work like Plastic Explosive but do 6d6 damage. CR500


The following is available only to techs

OverLoad Mine
Cost: 250cr
Weight: Same as frag grenade.
Time/DC to Create: 6 hours/15
Area of Effect: 2x2
Effect: When detonated, the overload mine bypasses shields for 1d6 energy damage and deals 4d6 (apply half character level damage here) directly to shields to anyone in the area of effect. Additionally, a hit automatically reduces shields by 5 before damage is dealt.

Sabotage Mine
Cost: 250cr
Weight: Same as frag grenade.
Time/DC to Create: 6 hours/15
Area of Effect: 2x2
Effect: Sabotage mines deal 4d6 energy damage to anyone in the area of effect. Additionally, a hit causes enemy weapons to overheat and be unusable until the end of your next round.

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