Core Explosives and Grenades

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The following listings are fore explosives and grenades.

**Det Cord (PL 4)**

Det cord is an explosive in a rope-like form. Technically, det cord doesn't explode- but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it nearly in half.

The information on the table represents a 16-meter length. A length of det cord can be spread out to pass through up to ten 1-meter squares. When this is the case, it deals the indicated damage to all creatures in each 1-meter square through which it passes.

It can also be doubled up, for each additional 1 meter of cord within a single 1-meter square, increase the damage by +1d6 to a maximum increase of +4d6.

Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

**Dynamite (PL 4)**

Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6 and the burst radius by 5 feet (maximum 20 feet.)

It's possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (TN 10+1 per stick). If you succeed on the check, the damage or the burst radius of the explosion increases by 50% (your choice).

Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

To set off dynamite using a fuse, the fuse must be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse- a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

**Grenade, Fragmentation (PL 4)**

The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

The purchase TN given is for a box of 6 grenades.

**Grenade, White Phosphorus (PL 4)**

White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a "Willie Pete" grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade, except that it only fills a square within 5 feet of the explosion point.

The purchase TN given is for a box of 6 grenades.

**Grenade, Tangler (PL 6)**

The tangler grenade operates on the same principle as the tangler gun, but targets an area rather than one specific character. Any time a character is struck by a tangler grenade, that character suffers a cumulative –2 penalty to Dexterity. This penalty remains in place until the compound is dissolved.

If the character is struck with enough tangler grenades that the penalty is equal to or greater than his Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity penalties from tangler grenades stack with those from tangler guns.

Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical or some other spray solvent.

**Grenade, Concussion (PL 6)**

Law enforcement officers in the Fusion Age use concussion grenades to knock out threatening targets. Living creatures within the concussion grenade’s 10-foot burst radius take 4d6 points of nonlethal concussion damage, or half damage on a successful Reflex save (TN 15). Concussion grenades do not affect robots or other nonliving creatures.

**Grenade, EMP (PL 6)**

An EMP grenade releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 20-foot burst radius. Affected devices remain nonfunctional until repaired (see the Repair skill description for details).

The EMP grenade deals no damage to living creatures. However, a creature with cybernetic attachments takes 1d6 points of electricity damage per cybernetic attachment (maximum 5d6) and must succeed on a Fortitude save (TN 15) or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Fortitude save, each of its cybernetic attachments takes 1d6 points of electricity damage as well.

An EMP grenade deals 5d6 points of electricity damage to a mecha or robot.

All robots and droids must succeed on a Fortitude save (TN 16) or be stunned for 1d4 rounds.

**Grenade, Fireflush (PL 6)**

A fireflush grenade contains a chemical compound that combusts immediately upon contact with oxygen

When a fireflush grenade detonates, it produces geysers of flame that fill a 2-meter burst radius. All creatures and objects within the burst radius take 3d6 points of fire damage. The blast also ignites clothing and other flammable items.

**Grenade, Midnighter (PL 6)**

Midnighter grenades release light-absorbing smoke that doesn't just obscure vision-the smoke creates a field of impenetrable darkness with a 10-foot radius. Not even creatures that can normally see in the dark (such as with darkvision) can see in an area shrouded in midnighter smoke. Normal lights (flashlights, candles, lanterns, and so forth) do not illuminate the darkened area. Night vision goggles are equally ineffective.

**Grenade, Cryonic (PL 8)**

When a cryonic grenade explodes, it deals 8d6 points of cold damage to all creatures in a 10-foot burst radius. A successful Reflex save (TN 15) halves the damage. The freezing cold automatically stabilizes any creature reduced to negative hit points by the blast. If the cryonic blast deals sufficient damage to reduce a target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die).

**Grenade, Psionic (PL 8)**

A psionic grenade releases a 10-foot-radius psionic blast that affects only creatures with psionic abilities or powers. Any such creature that fail a Reflex save (TN 18) cannot use its psionic abilities or psionic powers for 1d4 rounds. In addition, it must succeed on a Will s ave (TN 15) o r suffer 1d6 points of temporary I ntelligence, Wisdom, and Charisma damage.

**Grenade, Singularity (PL 9)**

A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 5-foot burst radius takes 15d6 points of damage. A successful Reflex save (TN 15) halves the damage. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind.

**Grenade, Shrapnel (PL 5)**

Similar in concept to the standard fragmentation grenade, the shrapnel grenade propels dangerous shards of metal outward at high velocity when it explodes. Unlike the fragmentation grenade, the shrapnel grenade incorporates aerodynamic metal shards and directional tubes to ensure that each shard is propelled at lethal velocity along a set path. The result is a calculated field of flying shrapnel that is far more effective than the simple pop-and-spray chaos of a fragmentation grenade.

**Grenade, Sonic Pulse (PL 6)**

A sonic pulse grenade deals 3d6 points of nonlethal sonic damage to any living creature in the burst radius. (Robots and other nonliving creatures are not affected.) In addition, creatures that take damage from the sonic pulse grenade must also succeed on a Fortitude save (TN 12) or be shaken for 1d4 rounds.

**Grenade, Tear Gas (PL 5)**

Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is trown, a tear gas grenade fills the four squares around it with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills all squares within 3 meters, and on the third round it fills all squares within 5 meters. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

Anyone caught in a cloud of tear gas must make a Fortitude save (TN 25) or be blinded and stunned for 2d6 rounds. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

**Grenade, Smoke (PL 5)**

Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 3 meters, and on the third round it fills all squares within 5 meters. The smoke obscures all sight, including the dark vision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can't use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.

The purchase TN given is for a box of 6 grenades.

**C4 Explosive (PL 5)**

So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. C4 explosives must be set on a wall or floor, then remotely triggered. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (TN 15) to link them. Although the damage statistics on the table represent a 1- pound block, C4 is sold in 4-block packages. The purchase TN given represents a package of 4 blocks. C4/Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it.

**Pipe Bomb (PL 5)**

In a pinch, pipe bombs can be made to take out Terminators. When a Tech-Com soldier has nothing else, these bombs are better than nothing.