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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.
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.)
| 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 |
| 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 |
| 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 |