Hand Grenades

The first grenades were clay pots or hollow wooden or glass containers packed with primitive, explosive powders, acids or flammable liquids, and usually fitted with a fuse, which had to be light from a flame before throwing. They eventually progressed to metal, fiber or plastic containers filled with various chemical compounds and explosives and fitted with either a timer or impact detonation system. Modern hand grenades found in use throughout the Empire have advanced little from those relatively primitive items, except in becoming more compact. Their use remains the same: "pocket artillery".

Fragmentation Grenades

purpose: anti-personnel The fragmentation grenade, or "frag" as it often called, is a popular and simple anti-personnel grenade. They consist of a metal or plastic and metal shell, filled with explosives. The explosives shatter the grenade body into small shards, which are razor sharp and nearly molten form the blast heat. They produce devastating wounds, but less bleeding then most people would think, due the extremely high temperature of the shrapnel. They are easily improvised from scrap metal and explosives, making them popular with criminals and subversives. type: fragmentation grenade skill: grenade availability: 1 R,X cost: 200 range: 3-7/20/40 blast radius: 0-2/4/6/10 damage: 5D/4D/3D/2D

Concussion Grenades

purpose: anti-personnel (primary), anti-materiel (secondary) The concussion grenade is arguably an improvement on the frag. It consists of a fibrous or plastic container filled with explosives, usually 50% more than is found in a fragmentation grenade of the same size. It's mechanism of wounding is from the concessive shock wave produced by the explosives. The higher quantity of explosives makes them suitable for emergency demolitions charges, and they function more effectively in vacuum or under water. They are less popular with insurgents, due to the higher quantity of explosives, but the lower quantity of metal makes them useful on worlds with primitive security sensors. The Imperial Munitions Mk 37 Mod 8 and Mod 9 are the standard issue hand grenade of Imperial Forces, fitted with a timer and impact detonation system respectively. type: concussion grenade skill: grenade availability: 2 R,X cost: 200 range: 3-7/20/40 blast radius: 0-2/4/6/8 damage: 5D/4D/3D/2D

EMP Grenades

purpose: anti-electronics The Electro-Magnetic Pulse (EMP) grenade is note a traditional grenade, but actually an electronic device that emits an incredible burst of microwave, cosmic and radio frequency radiation. This pulse is harmless due to its short duration, but was the effect of "killing" most electronic devices, especially droids and computer systems. This is caused by overloading the circuits faster than the overload breakers can usually respond, and even the best military systems usually need to be recalibrated and have their breakers replaced before they are functional again, similar to ion cannons. type: EMP grenade skill: grenade availability: 2 R,X cost: 350 range: 3-7/20/40 blast radius: 0-2/4/6/10 damage: 5D/4D/3D/2D Ion

White Phosphorus Grenades

purpose: anti-personnel/incendiary (primary), screening (secondary) The white phosphorus grenade, also known as "Willie Petes", is a horifcally effective device that is officially listed as a screening device for the grey, wispy, light smoke it produces. Most experienced military personnel know better, using them for anit-material and anti-personnel effects. A Willie Pete consists of a light metal container packed with white phosphorus and a small bursting charge. When the charge detonates, it destroys the container, and spreads the white phosphorous, which ignites on contact with oxygen and burns at approximately 2750 degrees standard (27 and a half time the boiling point of water). The only treatments for WP burns are to submerge in water the effected area, and then pick out the particles (which will reignite as soon as they are exposed to oxygen), or cover the WP with copper sulfate to deactivate it. Most professional soldiers consider the use of WP-based munitions to be either a barbaric weapon of last resort, or a highly effective weapon with many suitable applications, depending on their personality. type: white phosphorus grenade skill: grenade availability: 2 R,X cost: 300 range: 3-7/20/40 blast radius: 0-2/4/8 damage: 5D/4D/3D, does 3D damage per round to flammable material (including most people) until smothered/submerged, or until the effected bodily areas and/or structures are gone. Generates 1D smoke for 4 rounds. (personal note: I give any Force using character a Dark Side Point if they use these things too often or enjoy and/or advocates their standard use.) note: will not work in an atmosphere that does not contain freely available oxygen

Thermite Grenades

purpose: anti-material Thermite grenades are designed as anti-materiel devices. They consist of a light metal or plastic body packed with several chemical compounds, primarily thermite (a ferric compound). Unlike WP grenades, they do not burst, they just burn- at temperatures hot enough to melt most ferric alloys, many ceramic composites and most polymers and carbon fiber compounds. The 2200 standard degree mass of molten iron is hot enough to fuse or melt through almost any armour or machinery given enough time and quantity. Due to the chemical nature of thermite, it produces its own oxygen, and may be used underwater or in space. They are more easily improvised and much safer to carry than phosphorus. type: thermite grenade skill: grenade availability: 2 R cost: 300 range: 0-5/10/20 damage: 8D per round for the next ten rounds.

Anti-Vehicle Grenades

purpose: anti-vehicle The new crop of anti-vehicle grenades are extremely popular with all light infantry and urban forces, as they have the ability to make holes in even moderately large vehicles. They consist of a streamer stabilized shaped charge with a contact detonator set at the proper stand-off distance for maximum effect. Some may also be had with a sticky patch on the stand-off cone and a timer, allowing them to be effectively used to breach fuel tanks and similar structures in the manner of a traditional shaped charge, but pre-built and less cumbersome. Unfortunately, they are expensive and heavy, meaning that they are still relativly rare and a pain to carry in large quantity. type: anti-vehicle grenade skill: grenade availability: 2 X cost: 750 range: 0-5/10/20 blast radius: 0-2/4/8 damage: 7D, if used against speeder scale targets, ignore scale differences

Smoke Grenades

purpose: screening (primary), signalling (secondary) Smoke grenades are popular with every one from cops to grunts to "rock shatter" music groups, as they are available in a wide verity of colors, have no permanent effects, are cheap and make a dense smoke. They consist of a container packed with either a burning or chemical reaction based smoke producing filler, and have several holes that are covered with plasticized tape. The most common colors of smoke are white, red, yellow, green, purple and black in that order. type: smoke grenade skill: grenade availability: 1 F cost: 25 range: 3-7/20/40 radius: 3m damage: produce a 2D smoke cloud for 12 rounds

Flash/Bang Grenades

purpose: Distraction and disorientation A flash/bang is usually one the first things through the door during a hostage rescue, kidnapping or prison breaking mission. Most flash/bang grenades consist of a canister of a fibrous material packed full of flash powder. They produce an incredibly loud bang and star-bright flash, that serves to temporarily blind, deafen and disorient everyone in the immedate area for about a minute, allowing a minimum of force and fuss to be used by the attackers. They have also been known to render lightly built individuals unconscious. Their only draw back is that they can be lethal and are debilitating to anyone unfortunate enough to actually be touching the device when it detonates, and a stray blaster shot that hits just right, or a sufficient drop, can set them off unintentionally. type: flash/bang skill: grenade availability: 2 F,R cost: 150 range: 3-7/20/40 blast radius: 0-6 damage: 2D Stun. Also does 6D vs PERC, if effect damage is greater than 6, target blinded and deafened for 2D rounds. -3D PERC and all skills requiring vision or hearing, including most DEX and MECH skills. Does 4D damage if in contact with an object or person. note: If the grenade is hit or crushed before arming, roll to see if they detonate. They have 2D body strength, and if the result is better than wounded, it detonates.

Glop Grenades

purpose: suspect restraint grenade Glop grenades are a non-traditional device. when they explode, they spew a mass of rapidly hardening foam over an area. This material is very strong, and sets up in about a second, and only break down when the proper solvent is applied. They used mainly for riot control and to stop prison escapes. They almost completely nonleathal, and relatively easy to own. Increasingly, some organizations are using them as training assistance devices instead of the traditional smoke and riot gas grenades. (this is taken from the Han Solo and the Corporate Sector Sourcebook) type: glop grenade skill: grenade availability: 2 R cost: 275 range: 3-7/30/60 blast radius: 0-1/4/8 damage: 6D/5D/3D, holding STR of glop

Regurgintant Gas Grenades

purpose: riot control Regugitant gas is an effective, non-lethal, anti-personnel device used primarily to disperse riots and prison uprisings, but has seen some use as a chemical and biological warfare training device. They are similar in appearance and construction to smoke grenades, but have some unpleasant effects, starting with sever nausea, leading to projectile vomiting, that last about four times as long as the victim's exposure to the gas cloud. Due to the extreme effects of regurgitate gas on most sentients, many civil rights groups have protested it's use in dispelling riots type: nausea gas grenade skill: grenade availability: 2 R,X cost: 100 range: 3-7/20/40 blast radius: 0-3 damage 6D vs Stamina. Gas active for 1D minutes. If char's rolls unsuccessful, all rolls +4D difficulty (while character empties guts) for 4 rounds per every round of exposure. Functions as a 1D smoke screen. Blocked breath mask.

Tear Gas Grenades

purpose: riot control Tear gas is viewed by many as a more humane alternative to regurgitate gas, and is in use were ever one might use regurgitants. For this reason, it is much less tightly regulated to civilians. It need not be breathed, as it primarily targets the eyes. An individual exposed to tear gas typically experiences copious tearing of the eyes, coughing and an occasional tightening of the throat, but not to the point of endangering the life of the target. It is for this reason that many military forces use it, as the majority of military and law enforcement personnel have been trained to function despite the effects of the gas or have become acclimated to it, as have many individuals who live in heavily urbanized or industrialized areas with extensive air pollution. type: tear gas grenade skill: grenade availability: 1 F, R cost: 200 range: 3-7/20/40 blast radius: 0-3 damage: 3D vs Stamina. Gas active for 2D minutes. Roll damage at start of round. If character's roll unsuccessful, increase all difficulties by that amount. Effects last for 1D-2 rounds after leaving gas cloud. Functions as a 1D smoke screen. Blocked by breath mask.

Concussive Stun Grenades

purpose: incapacitation Concussive stun grenades are a lighter weigh version of the concussion grenade, ment only to stun, not kill. Unfortunately, they can cause permanent and even lethal injuries, despite the good intentions of the users. For this reason, they are just as tightly regulated as lethal grenades, and they are relatively unpopular with law enforcement and hostage rescue teams. type: concessive stun grenade skill: grenade availability: 2 R,X cost: 250 range: 3-7/20/40 blast radius: 0-2/4/8 damage: 6D/5D/3D/2D Stun. Any complications rolled on the Wild Die by either the grenade's damage die, or the target's STR resistance, treat the one half the damage as lethal force.

Stun Gas Grenades

purpose: incapacitation/riot control Stun gas is a more popular alternative to concessive stun grenades, as it plays few lethal tricks on the target. Similar in appearance and construction to smoke and riot gas grenades, it is used by anyone who wants to take an individual alive or minimize the danger to surround property and innocent bystanders. It is exceedingly fast acting, dropping all but the most stalwart individuals in a matter of seconds. There are two popular stun gases an the market today, CC-457 and MS 92. CC-457 is used most often by the military, as it can effect the body mearly be skin contact, while MS 97 is more often sold to civilians as must be breathed to be effective. type: stun gas grenade skill: grenade availability: 2 R,X (civilian version 2 F,R) cost: 320 (civilian version 250) range: 3-7/20/40 blast radius: 0-3 damage: 5D Stun. Gas active for 2D minutes. Roll damage at start of round. Functions as a 1D smoke screen. Blocked by full body suit (military version) (blocked by breath mask with civilian version).

"Thumper"

purpose: target tracking and designation Active target tracking and designation devices, or "Thumpers" as they are affectionately known, aren't really hand grenades at all. Rather, they are an electronic device with a fusion disk on one end and a cluster of strobes, antennas and a streamer stabilizer at the other. They are used to mark vehicle that regular infantry can't deal with, for destruction by air or artillery support. Thumpers have an active life of about five hours, during which time the continuously transmit a beeper pulse. If the planet they are on has a positioning satellite net, the readout from the satellite signal is also transmitted. In addition to signal identification, thumpers are fitted with a high-intensity strobe light, allowing for visual targeting. type: thumper skill: grenade availability: 2 R cost: 800 range: 0-5/10/20 NOTE: when a character first procures a grenade, the PC or the GM must state weather it is fitted with a timer fuse (what is the duration, and is it adjustable) or an impact fuse, and if it is armed with a pull ring (with or without a safety handle), switch or push button. This can and does make a huge difference in how to use them, especially when constructing booby traps and improvised land mines.
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