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 arguable 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 anti-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 10 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 relatively 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 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 used mainly for riot control and to stop prison escapes.
They almost completely nonlethal, 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, meant 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. Other popular models include the Czerka Bothan Stun Spore models.
- 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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