SR5:Ammo:Grenade

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5th Edition Lists
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others
Range Table
DP Modifier Short
+0
Medium
-1
Long
-3
Extreme
-6
Throwing Weapons Range in Meters
Standard 0–STR×2 to STR×4 to STR×6 to STR×10
Aerodynamic 0–STR×2 to STR×4 to STR×8 to STR×15

Grenades are small, self-contained explosive packages. Minigrenades are grenades specifically designed for use with grenade launchers, set to arm when they have traveled 5 meters from their point of origin and explode on impact (unless using an airburst link, p. 431). This safety feature can be disabled with an Armorer + Logic [Mental] (4, 5 Minutes) Extended Test. Minigrenades have the same cost and effects as standard grenades. Use the Throwing Weapons skill when throwing grenades, or Heavy Weapons when launching a grenade from a grenade launcher. Follow the rules for Grenades, p. 181. Grenades and similar explosives can also be rigged with a tripwire to set up as a basic booby-trap. This requires an Extended Demolitions + Logic [Mental] (8, 1 Complex Action) Test. In addition to any other wireless bonus, all grenades have the following wireless feature (use it with caution):

Wireless
You can use the wireless link trigger for your grenades, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).
Disable Safety
Armorer + Logic [Mental] (4, 5 Minutes)
Rig With Tripwire
Demolitions + Logic [Mental] (8, 1 Complex Action)

Flash-Bang

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DV AP BLAST AVAIL COST SOURCE
10S –4 10m Radius 6R 100¥ Core

Upon detonation, these “concussion” or “stun” grenades explode to create a bright, loud, shocking blast distributed equally over a radius of 10 meters.


Flash-Pak

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DV AP BLAST AVAIL COST SOURCE
Special - Special 4 125¥ Core
Charges
10
Discharge Rate
1 Charge Per Combat Turn
Recharge Rate
1 Charge Per 10 Seconds
Wireless
The strobe sequence can avoid directing strong flashes at the subscribed character; they suffer only half glare penalties from the flash-pak, rounded down. It can recharge by induction, regaining one charge per hour.

Not a grenade per se, this is an electronic unit the size of a pack of cigarettes containing four quartz-halogen micro-flashes designed to fire in random strobing sequence to blind opponents. Anyone looking in the direction of a flash-pak receives a –4 dice pool penalty on attack tests due to the strobing (flare compensation goggles, glasses, etc. reduce this modifier to –2, while flare compensation in cybereyes or as a retinal modification reduces this modifier to –1). The flash-pak has 10 charges; when activated it uses one charge per Combat Turn. When plugged in, it recharges one charge every 10 seconds.


Fragmentation

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DV AP BLAST AVAIL COST SOURCE
18P(f) +5 –1/m 11F 100¥ Core

These classic killing devices are designed to spread a cloud of deadly shrapnel over a large area, seriously injuring soft targets.


High Explosive

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DV AP BLAST AVAIL COST SOURCE
16P –2 –2/m 11F 100¥ Core

These grenades are designed to deliver a large blast and concentrated hurt.


Gas

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DV AP BLAST AVAIL COST SOURCE
as Chemical - 10m Radius 2 + Chemical Availability 40¥ +Chemical cost Core
Duration
4 Combat Turns

Instead of exploding, the gas grenade releases a cloud of gas over an area with a radius of 10 meters. This is usually riot control/CS gas, but many other chemical or toxin payloads can be chosen (Toxins, Drugs, and BTLs, p. 408). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the gamemaster’s discretion).


Smoke

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DV AP BLAST AVAIL COST SOURCE
- - 10m Radius 4R 40¥ Core
Duration
4 Combat Turns

Similar to the gas grenade, a smoke grenade releases a cloud of smoke over an area with a diameter of 10 meters. The cloud obscures vision, applying visibility modifiers for smoke to relevant tests (p. 174). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the gamemaster’s discretion).


Thermal Smoke

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DV AP BLAST AVAIL COST SOURCE
- - 10m Radius 6R 60¥ Core
Duration
4 Combat Turns

Identical to a smoke grenade, except that the smoke contains hot particles designed to obscure thermographic vision. Apply the visibility modifiers for thermal smoke (p. 174). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the GM’s discretion).


Paint Grenade

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DV AP BLAST AVAIL COST SOURCE
- - –2/m 8R 100¥ SR5:R&G

A low-tech way of defeating pesky invisibility spells, marking something in a hurry, or just slotting someone off. Available in a variety of colors, the paint grenade has the same blast radius as the standard high-explosive grenade but none of the nasty death-aftereffects. Subjects within the blast radius are covered with a splatter of paint. Radioactive tracking dye can also be added for an additional 50 nuyen.