SR5:Ammo:Grenade
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
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DP Modifier | Short +0 |
Medium -1 |
Long -3 |
Extreme -6 |
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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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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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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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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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These grenades are designed to deliver a large blast and concentrated hurt. |
Gas
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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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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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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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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. |