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STAR WARS - Grenades
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Made by Kevin Dole 1996



E-mail: dmerrill@plainfield.bypass.com





I've always found hand grenades useful for dealing with a wide
variety of things, ranging from stormtroopers to TIE Fighters
(toss a frag into the cockpit, and the controls are gone).  So,
for your borderline psycotic characters, I have prepared the
following list.  If anyone knows of some I missed, send 'em.

Happy hunting....



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 approx-
imately 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.

        note: will not work in an atmosphere that does not contain freely
              available oxygen

(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.)


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 (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 immediate 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 are 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
                by 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: concussive 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 concussive 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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