GRENADES
Foam Cord Grenade HVY 0 P P Special 1 1 ST Throw 60eb
Wind Star Grenade HVY 0 P P Special 1 1 VR Throw 60eb
Proximity Grenade HVY 0 P P 7D6/3D6 or Special 1 1 ST n/a 100eb
MINES
Proximity Mine HVY 0 P P 6D10 (PEN 4) 1 1 VR n/a 400eb
These mines use ultrasonic or infrared motion detectors and detonates whenever they sense movement within a 3m radius, doing damage to everything within 7m. They are only available in standard HE.
Area Denial Mini-Mines HVY 0 J R 1D6+3 1 1 VR n/a 500eb
Limpet Mine HVY 0 J P 6D10 AP (PEN 5) 1 1 ST n/a 300eb
Friday, March 2, 2007
New Grenades and Mines
When a Foam Cord grenade explodes, it spews forth a massive web of flexible foam strings, filling a 5m radius. These strings harden almost immediately into an ultra sharp network of rigid foam wire. Foam Cord networks act almost like a razor wire barrier, and cannot be crossed without inflicting 1D6 of edged damage per foot of wire crossed. Like Biotech-Askari Motion Restraints (Chromebook 1), it requires a Very Difficult REF roll (Dodge/Escape applies) or a Near Impossible BOD or Strength Feat roll to get clear of the cord without taking damage. Rolls should be made each foot. BOD and Strength Feat rolls should not be attempted with bare hands! Anyone caught within the radius of an exploding Foam Cord grenade will take no damage the first round, but will suffer the effects of crossing the wire (as above) once the Cord hardens. The Foam Cord grenade is also available as a 25mm launched grenade (same effects, 70eb) and a 40mm version (10m radius, 90eb).
This grenade is an ultra compressed gas canister that clears covering smoke and dilutes gas effects within the effects of the burst radius in a single round. It will negate the effects of a Scatter Grenade (Chromebook 2) in a single round, and will reduce the effects of tear or vomit gas by half (cleared the second round). Note that one Wind Star is sufficient to remove one of any type of gas/smoke grenade; if more than one of an opposing type is lobbed into an area, more Wind Stars will be required.
Once thrown, these grenades will not detonate unless they detect movement in a 2m radius (using infrared or ultrasonic motion detectors). Several varieties are available; the frag version does 7D6 damage within 5m, and 3D6 within 6m-10m. Sonic, concussion, flash, HE, chemical (gas or smoke), scatter, and stench versions may be purchased at no additional cost; EMP versions are 300eb, and motion restraints are 120eb.
The ADMM is a small cluster bomb filled with about 20 quarter-sized mini-mines. These resemble micro-grenades and are scattered over a 3m radius when the bomb detonates (1D4 damage if caught in the blast radius, due to shrapnel from the casing). When one of the mini-mines in the area is stepped on, all rapidly detonate, and anyone caught within the 3m burst radius takes 1D6+3 damage for each mine within the area. Those on the fringe of the radius will take between 1-5 hits, depending on the whim of the GM (and maybe a successful LUCK roll). It only takes an Average Awareness roll to detect the mines in good visual conditions, but it takes a Very Difficult REF roll to move through an infested area without setting one off.
This is an anti-tank mine that magnetically and chemically adheres to a target vehicle or figure in ACPA armor, focusing its explosive charge against the target's surface. They do no damage except against the target (unless another target is touching them or within 1m, in which case it recieves 3D6 AP). Breaking the bond between mine and target is impossible for unenhanced humans; Full Borgs and ACPA suits can probably break the bond with a Near Impossible BOD or STR roll. Rumor has it that the designers of the Limpet Mine could have decreased the detonation delay time, but that they liked to watch the hapless victims struggling to escape their fate.
Posted by Rev. Dr. Eric Z. Willman at 10:55 PM
Labels: New Equipment
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