DRAGON BREATH
purpose:  Incendiary (primary), signaling (secondary)
        The Dragon Breath, or Fireball, round fires a cloud of material
similar to thermite, but not quite as hot.  This red-hot cloud expands
over range, producing some incredible light effects which can bee seen for
several thousand meters under the right conditions, making the Dragon
Breath suitable for some signaling and distraction.  It will also ignite
most fibrous and organic material, giving them a horrific anti-personnel
capability that is often over looked by instructors and grunts alike.  
They where originally designed to give the grenadier an anti-material
role.
        type: incideary grenade launcher shell
        skill: missile weapons: flechette rifle
        availability: 2 F,R,X
        cost: 100     
        range: 3-10/20/40
        blast radius (by range): .5/1/2m
        damage (by range): 5D/4D/3D, does 3D damage for next 3 rounds.


FLARES
purpose: signaling (primary), illumination (secondary, non-bursting type
only)
        Flare shells what started the grenade launcher history. 
Originally, an illuminating or bursting shell would be fired into the air
for various reasons.  When the need for grenade launchers became apparent,
designers look to the older flare guns for a ground work.  Today, thins
have not changed much.  There are two kind of flares: bursting shells and
parachute shells.  The bursting shells reach an altitude set by a burning
fuse, and detonate into a ball of light.  The most common colors are
white, red, blue and green.  Parachute flares, on the other hand, do not
explode.  They burn in their color (white, red, blue or green) under a
parachute for certain length of time, illuminating the area underneath
them.  Actual details vary between manufacturer.  Most flare shells are
between 105 and 125mm long.
        type: flare (illuminating or bursting) grenade launcher shells
        availability: 2 F
        cost: 75


FLECHETTE SHELLS
purpose: anti-personnel
        Flechette shells date from the days when a single-shot grenade
launcher, a knife and (maybe) a slugthrower handgun was all that a
grenadier carried for weapons.  Demand for a direct-fire, defensive load
was first met by loads composed of round pellets.  When their range and
penetration was found to be insufficient (due to the low velocity imparted
by low pressure systems), experimentation with slim, fin stabilized darts
started.  Today's typical flechette load consists of one hundred plastic
darts, about 2.5mm square.  Like the Dragon Breath load, their pattern
expands in flight, increasing the hit potential of the weapon.  In today's
automatic grenade launchers, these shells can have a devastating effect on
massed infantry.
        type: flechette grenade launcher shells
        skill: missile weapons: flechette rifle
        availability: 2 R,X
        cost: 100
        range: 3-10/30/60
        blast radius (by range): .5/1/2m
        damage (by range):  5D/4D/3D


NET SHELLS
purpose: suspect restraint
        Net shells are an outgrowth of the traditional way to life-capture
a target: throw a net at them.  These shells consist of a 2.5m synthetic
fiber net with small weights around the perimeter.  These are used by law
enforcement agencies and bounty hunters to take a subject into custody
with a minimal of damage.    
        type: grenade launched-fired net
        skill: missile weapons: tangler gun
        availability: 2 F,R
        cost: 60
        range: 3-10/30/60
        damage: 2D, does an additional 3D Stun. Must make opposed STR roll
		equal to Stun damage to untangle self.