GURPS Grenades (TL 7)

Version 2.3

Two or more hand grenades should be standard equipment for every fighter. They are not just effective in certain fighting situations but also useful for sabotage and traps. And the special "non-lethal" types sometimes help to capture prisoners and get a better public image. Rifle grenades are more a specialists weapon but have longer range and more power than grenade launchers.

Damage in angular brackets (e.g. [2d]) is cutting damage from fragmentation and multiplied by 1.5 behind DR.

Concussion damage is quartered for each two yards from the center of the explosive damage. Body armor does not protect at all against concussion damage unless it covers the entire body with no openings. This rule from the Compendium 2 (p. CII64) replaces the older and unrealistic rule from the Basic Set (p. B121). Contact concussion damage is doubled, internal explosions do five times damage (e.g. a M26 grenade swallowed by a dragon will do 5dx5 explosive damage).

Fragments do cutting damage (shown in angular brackets behind the explosive damage). They may attack everything in a radius of fife yards times the dice of the explosion, to a maximum of 250 yards. Chance of a fragment hit is 17 minus the distance to the explosions center in yards, but never lower than 3 up to the limit of fragment range. A target in the hex of the explosion is automatically hit. Anyone actually touching the grenade takes double fragmentation damage (e.g. the poor dragon from the example would get additional 6d cutting damage).

For more on explosive damage see also p. B121, p. CII64/65, p. HT25 and p. CII65 for contact damage.


Hand Grenades

Behind the name of the grenade the given statistics are: Damage, Fuse, Cost and Weight. Use the Throwing skill or DX-3. For throwing distances see p. B90, for scatter rules see p. B119.

AN-M14 TH3 Incendiary: 2d, 2 sec. fuse, $45, 2 lbs.
This is a "thermite grenade", burning with 4,000°F (2200°C+) for 40 seconds, doing its damage per turn to anything in contact with it. The filler is thermate (TH3), an improved version of thermite, the incendiary agent used in hand grenades during World War II. It produces its own oxygen and will burn under water. For every 10 points of damage reduce DR in that location by 1 point. The grenade can melt though 1/2 inch of steel.

HG80 "Miniature fragmentation hand grenade": 2d[2d], 4 sec. fuse, $20, 0.3 lbs.
This small grenade is intended for use inside buildings, where the blast of a standard grenade would be to powerful.

NICO Sound/Flash: Spcl., 2.5 sec. fuse, $20, 0.5 lb.
Similar in effect to the Type 241 grenade, with additional acoustic effect. The grenade dispenses eight submunitions, each creating a thunderflash. Requires a roll vs. HT-8 for anyone within 20m looking in the direction of the flashing grenade or blinded for (20-HT seconds); halve time if HT roll is made; add +5 to roll for sunglasses. After rolling for blinding, roll a second time vs. HT-5 for anyone within 10m. Ear and eye protection give a +5 to the HT rolls; just ear or eye protection give +3. A failure means the victim is stunned for (20-HT) seconds minimum. After that time roll at the same modifier every turn to recover, on a critical failure delay the next roll by 5 seconds. No fragmentation. A.k.a. "Flash-Bang Grenades" (p. UTT65), or "Stun Grenades"; German made; the British Kilgore/Schermuly "Stun hand grenade" has the same statistics.

M26 "Fragmentation Grenade": 5d[3d], 5 sec. fuse, $25, 1 lb.

M34 White Phosphorous (WP) Grenade: 3d[1d] + thick smoke + continuing burn damage, 4 sec. fuse, $45, 1.5 lbs.
Each fragment is also covered with white phosphorous, which does an additional 1d burn damage per turn for 60 turns. It will burn through armor. Water will not put out white phosphorous, but dirt usually will.

M59 "Concussion Grenade": 6d, impact fuse, $15, 1.5 lbs.
Standard "offensive" hand grenade. No significant damage beyond 4 yards, no fragmentation.

MU 5 Fuel-Air Hand Grenade: 6d×3, 5 sec. fuse, $125, 1 lb.
I am not sure that this grenade exists. But it is technically perfectly possible today (TL 7). It works on the FAE principle (p. VE113, HT27), first dispersing a combustible liquid and then igniting the resulting fuel-air mixture. Effective concussion radius is about 6 yards; may be used to clear minefields; no fragmentation damage.

MPG-120 (CS) "Flameless soft delivery CS gas hand grenade": 4×20 hex cloud of CS; 2 or 5 seconds fuse (selectable); $20, 1 lb.
Flameless "soft delivery" CS gas hand grenade. The CS is ejected out one end of the grenade. The grenade may be hand held and fired with the base pointing at the target, creating a (4×20 hex) jet-like cloud of CS. The powdered agent (110g) will last in the area for several hours, affecting everyone crossing it. CS is a "tear gas" (see p. B132), or rather, to be precise, a cloud of irritating smoke or powder. The victim has to roll each round vs. HT (GMs may assign negative modifiers of -1 to -4 for heavy breathing as a result of physical exertion or stress). A failed roll means 1 point of damage and another roll vs. Will, modified by -1 for each point of damage already taken by the gas. Failure means coughing, tightness of the chest, and panic (deadly fear of suffocation). A critical failure means 1d damage to the lungs; if taking more than HT damage the lungs are scorched and the victim will suffocate as per p. B122.
Tear gas is also a contact agent to the eyes and mucous membranes. Roll vs. HT to resist if it gets in your eyes, or HT-2 if sprayed directly in or near your eyes, nose or open mouth. A failed roll means you are partially blinded (-5 on DX) for 3d seconds and your eyes hurt intensely: -4 to IQ to think clearly. A critical failure means involuntarily closing of the eyes (-10 on DX) for 6d seconds.
Extended exposure is very painful. A Will roll -1 for each 10 seconds of exposure is needed. Failure means involuntary closing of the eyes, coughing, tightness of the chest, and panic (deadly fear of suffocation). In small enclosed spaces an overdose of CS can be lethal; roll vs. HT+3 after 5 minutes of exposure in spaces under 80 hex: -1 to HT for every 10 hexes less than 80 (e.g. in a 40-hex space the roll would be at HT-1); a failed roll means suffocation (as per p. B122).
Recovery takes about 10 minutes in fresh air per lost point of HT. Fresh water is needed for the eyes.

Type 241 Blinding "Flash/Dazzle Grenade": 1.5 sec. fuse; $20, 0.2 lb.
Requires a roll vs. HT-8 for anyone within 20m looking in the direction of the flashing grenade or blinded for (20-HT seconds); halve time if HT roll is made; add +5 to roll for sunglasses. No fragmentation. (French made.)


Rifle Grenades

Use the Guns [Grenade Launcher] skill with rifle grenades.
A 1/2D statistic in parentesis indicates that damage is not halved but Acc is still lost. IDF is Indirect Fire Range (pp. VE179), with no Accuracy bonus and +4 bonus for the second (corrected) shot and +8 for the third (corrected) and any further shots at the same target. Only aimed fire is allowed (+1 to +3 bonus). Braching gives a further +1. For scatter rules see p. VE176.

HE-RFL-35×40 BTU M262
Weapon Malf Type Damage SS Acc Min 1/2D Max IDF Wt. RoF Shots ST Rcl Cost LC  Holdout
M262 Crit. Exp. 2d+2[3d] 18 7 17 (86) 170 430 1 1/6 1 12 -1 $40 1 -4
Note: Fragmentation rifle grenade with Bullet Trap Universal (BTU), meaning it can be safely fired with regular ball rounds from any standard NATO rifle grenade launcher or flash suppressor. Statistics are given for a 7.62mm rifle, if fired from a 5.56mm rifle: Min 17, 1/2D 31, Max 63, IDF 160. All stats are for the rifle grenade, not for the firing weapon.

HE-RFL LR BTU M287
Weapon Malf Type Damage SS Acc Min 1/2D Max IDF Wt. RoF Shots ST Rcl Cost LC  Holdout
M287 Crit. Exp. 5d[3d] 18 8 28 (130) 260 650 1.8 1/6 1 12 -1 $150 1 -4
Note: Fragmentation rifle grenade with Bullet Trap Universal (BTU) and rocket assist, fin stabilized. It can safely fired with regular ball rounds from any standard NATO rifle grenade launcher or flash suppressor. Statistics are given for a 7.62mm rifle, if fired from a 5.56mm rifle: Min 28, 1/2D 47, Max 95, IDF 240. All stats are for the rifle grenade, not for the firing weapon.

Anti-tank Rifle Grenade
Weapon Malf Type Damage SS Acc Min 1/2D Max IDF Wt. RoF Shots ST Rcl Cost LC  Holdout
LAW-Grenade Crit. Exp. 6d×4(10) 18 5 8 (130) 260 650 2 1/6 1 12 -1 $150 0 -4
Note: This is a shaped charged (SC) rifle grenade with HEAT warhead and rocket assist, the TL7 improved version of the TL6 grenade from p. HT78. It has a Bullet Trap Universal (BTU), meaning it can be safely fired with regular ball rounds from any standard NATO rifle grenade launcher or flash suppressor. Statistics are given for a 7.62mm rifle, if fired from a 5.56mm rifle: Min 28, 1/2D 47, Max 95, IDF 240. All stats are for the rifle grenade, not for the firing weapon. There is no fragmentation damage.


Copyright © 1999 by Christoph Sticherling. GURPS is copyright © of Steve Jackson Games.
Thanks to Christoph Sticherling for allowing me to post his page on my page.