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explosives [2013/08/27 21:14]
127.0.0.1 external edit
explosives [2021/12/04 00:39] (current)
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 ===== CONCUSSION GRENADE (PL 6) ===== ===== CONCUSSION GRENADE (PL 6) =====
-Concussion grenades are used to knock out targets without seriously injuring them. Living creatures within the concussion grenade’s burst radius take 4d6 points of nonlethal concussion damage, or half damage on a successful Reflex save (DC 15). Concussion grenades do not affect robots or other nonliving creatures.+Concussion grenades are used to knock out targets without seriously injuring them. Living creatures within the concussion grenade’s burst radius take 4d6 points of nonlethal concussion damage, or half damage on a successful Reflex save (DC 15). [[Concussion grenades ​equipment]] ​do not affect robots or other nonliving creatures.
  
 The purchase DC given represents a box of 6 grenades. The purchase DC given represents a box of 6 grenades.
  
 ===== EMP GRENADE (PL 6) ===== ===== EMP GRENADE (PL 6) =====
-An EMP grenade release an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 20-foot burst radius. Affected devices remain nonfunctional until repaired (see the Repair skill description).+An [[EMP grenade ​equipment]] ​release an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 20-foot burst radius. Affected devices remain nonfunctional until repaired (see the Repair skill description).
  
 The EMP deals no damage to living creatures. However, a creature with cybernetic attachments takes 1d6 points of electricity damage per cybernetic attachment (max. 5d6) and must succeed at a fortitude save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on his Fortitude save, each of his cybernetic attachments takes 1d6 points of electricity damage as well. The EMP deals no damage to living creatures. However, a creature with cybernetic attachments takes 1d6 points of electricity damage per cybernetic attachment (max. 5d6) and must succeed at a fortitude save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on his Fortitude save, each of his cybernetic attachments takes 1d6 points of electricity damage as well.
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 ===== FIREFLUSH GRENADE (PL 6) ===== ===== FIREFLUSH GRENADE (PL 6) =====
-A fireflush grenade contains a chemical compound that combusts immediately upon con-tact with oxygen.. When the grenade detonates, it produces geysers of flame that fill a 10-foot burst radius. All creatures and objects within the area affected take 3d6 points of fire damage. The blast also ignites clothing and other flammable objects (see pg 213 of d20 Modern).+[[fireflush grenade ​equipment]] ​contains a chemical compound that combusts immediately upon con-tact with oxygen.. When the grenade detonates, it produces geysers of flame that fill a 10-foot burst radius. All creatures and objects within the area affected take 3d6 points of fire damage. The blast also ignites clothing and other flammable objects (see pg 213 of d20 Modern).
  
 The purchase DC given represents a box of 6 grenades. The purchase DC given represents a box of 6 grenades.
  
 ===== MIDNIGHTER GRENADE (PL 6) ===== ===== MIDNIGHTER GRENADE (PL 6) =====
-Midnighter grenades release light-absorbing smoke that doesn’t just obscure vision– the smoke creates a field of impenetrable ​dark-ness ​with a 10-foot radius . Not even creatures that can normally see in the dark (such as with darkvision or low-light vision) can see in an area shrouded in midnighter smoke. Normal lights (flashlights,​ candles, lanterns, and so forth) do not illuminate the darkened area. Night vision goggles are equally ineffective. Only blackout goggles can penetrate the inky darkness.+[[Midnighter grenade equipment|Midnighter grenades]] release light-absorbing smoke that doesn’t just obscure vision– the smoke creates a field of impenetrable ​darkness ​with a 10-foot radius . Not even creatures that can normally see in the dark (such as with darkvision or low-light vision) can see in an area shrouded in midnighter smoke. Normal lights (flashlights,​ candles, lanterns, and so forth) do not illuminate the darkened area. Night vision goggles are equally ineffective. Only blackout goggles can penetrate the inky darkness.
  
 Any creature within the area of effect has total concealment (attacks suffer a 50% miss chance, and the attacker cannot use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round. Any creature within the area of effect has total concealment (attacks suffer a 50% miss chance, and the attacker cannot use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round.
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 ===== SLEEP GRENADE (PL 6) ===== ===== SLEEP GRENADE (PL 6) =====
-Sleep grenades carry a payload of frozen somnall, a pharmaceutical barbiturate normally used to sedate patients, but in this dos-age ​it is a potent riot-control measure. When the grenade explodes, it scatters the drug as a fine mist over a 20-foot radius. Any living creature in the radius must make a Fortitude save (DC 18) or fall instantly unconscious for 2d4 rounds.+[[Sleep grenade equipment|Sleep grenades]] carry a payload of frozen somnall, a pharmaceutical barbiturate normally used to sedate patients, but in this dosage ​it is a potent riot-control measure. When the grenade explodes, it scatters the drug as a fine mist over a 20-foot radius. Any living creature in the radius must make a Fortitude save (DC 18) or fall instantly unconscious for 2d4 rounds.
  
 Sleep grenades have no effect on robots and other nonliving creatures. Sleep grenades have no effect on robots and other nonliving creatures.
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 ===== SUPERADHESIVE GRENADE (PL 6) ===== ===== SUPERADHESIVE GRENADE (PL 6) =====
 +[[superadhesive grenade equipment]]
 Superadhesive is an adhesive resin that expands rapidly and hardens almost instantly in contact with air. Its primary use is as a nonlethal crowd-control option, but some of its earliest actual use in the field yielded uses– notably as an instant, temporary barricade. Superadhesive is an adhesive resin that expands rapidly and hardens almost instantly in contact with air. Its primary use is as a nonlethal crowd-control option, but some of its earliest actual use in the field yielded uses– notably as an instant, temporary barricade.
  
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 ===== SUPERLUBE GRENADE (DC 6) ===== ===== SUPERLUBE GRENADE (DC 6) =====
-Superlube is virtually frictionless substance designed for use against rioting prison convicts. The superlube grenade ​sills a 10-foot-by-10-foot square with this substance, impeding movement without dealing damage.+Superlube is virtually frictionless substance designed for use against rioting prison convicts. The [[superlube grenade ​equipment]] fills a 10-foot-by-10-foot square with this substance, impeding movement without dealing damage.
  
 Anyone attempting to leave a square coated with superlube must make a [[balance skill|Balance]] check (DC 15) or fall down in the same square. Characters moving at a crawl gain a +5 circumstance bonus on the Balance check. Characters standing in a square coated with superlube are considered Balancing (see Balance skill description) and are thus flat-footed (losing their Dexterity bonus to Defense). They must also must make checks to keep their footing when hit by attacks Anyone attempting to leave a square coated with superlube must make a [[balance skill|Balance]] check (DC 15) or fall down in the same square. Characters moving at a crawl gain a +5 circumstance bonus on the Balance check. Characters standing in a square coated with superlube are considered Balancing (see Balance skill description) and are thus flat-footed (losing their Dexterity bonus to Defense). They must also must make checks to keep their footing when hit by attacks
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 ===== TANGLER GRENADE (PL 6) ===== ===== TANGLER GRENADE (PL 6) =====
-The tangler grenade operates on the same principle as the tangler gun, but targets an area instead of a single creature. Any creature within the burst radius of a tangler grenade suffers a cumulative –2 penalty to Dexterity (which stacks with penalties from tangler guns) until the compound is dissolved.+The [[tangler grenade ​equipment]] ​operates on the same principle as the tangler gun, but targets an area instead of a single creature. Any creature within the burst radius of a tangler grenade suffers a cumulative –2 penalty to Dexterity (which stacks with penalties from tangler guns) until the compound is dissolved.
  
 If a creature is struck with enough tangler compound that her Dexterity penalty is equal to or greater than her Dexterity score, she is immobilized and may take no actions until the compound is dissolved. If a creature is struck with enough tangler compound that her Dexterity penalty is equal to or greater than her Dexterity score, she is immobilized and may take no actions until the compound is dissolved.
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 ===== DISSOLVER GRENADE (PL 7) ===== ===== DISSOLVER GRENADE (PL 7) =====
 +[[dissolver grenade equipment]]
 This grenade releases a cloud of gas that dissolves organic matter, dealing 2d6 points of acid damage per round to all living creatures and organic materials in a 5-foot burst radius. ​ Suspended in an artificial gravity well, the cloud persists until the gravity well collapses after 1 minute. The gravity well prevents even strong wind from dispersing the acid cloud. This grenade releases a cloud of gas that dissolves organic matter, dealing 2d6 points of acid damage per round to all living creatures and organic materials in a 5-foot burst radius. ​ Suspended in an artificial gravity well, the cloud persists until the gravity well collapses after 1 minute. The gravity well prevents even strong wind from dispersing the acid cloud.
  
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 ===== GRAVITIC GRENADE (PL 7) ===== ===== GRAVITIC GRENADE (PL 7) =====
 +[[gravitic grenade equipment]]
 When this grenade detonates, it releases in-credible gravitational forces. All creatures within a 10-foot burst radius are crushed for 6d6 points of bludgeoning damage. A successful Reflex save (DC 15) halves the damage. When this grenade detonates, it releases in-credible gravitational forces. All creatures within a 10-foot burst radius are crushed for 6d6 points of bludgeoning damage. A successful Reflex save (DC 15) halves the damage.
  
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 ===== PLASMA GRENADE (PL 7) ===== ===== PLASMA GRENADE (PL 7) =====
 +[[plasma grenade equipment]]
 Plasma technology makes grenades with electrically charged gases the terror of the battlefield,​ leaving behind only hemispherical craters. Because the plasma explosion is so devastating,​ the burst radius is intentionally engineered to be small, in order to preserve potentially useful enemy materiel and to minimize the chance of a catastrophic cook-off of the enemy’s ammunition. Plasma technology makes grenades with electrically charged gases the terror of the battlefield,​ leaving behind only hemispherical craters. Because the plasma explosion is so devastating,​ the burst radius is intentionally engineered to be small, in order to preserve potentially useful enemy materiel and to minimize the chance of a catastrophic cook-off of the enemy’s ammunition.
  
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 ===== STUN GRENADE (PL 7) ===== ===== STUN GRENADE (PL 7) =====
-A stun grenade deals no damage, but any creature within its 15-foot burst radius that fails a Reflex save (DC 18) must immediately make a Fortitude save (DC 15) or be stunned for 1d4 rounds. A creature that succeeds on the Reflex save is not required to make a Fortitude save and is unaffected by the grenade. A stun grenade has no effect on robots and other creatures immune to stunning effects.+[[stun grenade ​equipment]] ​deals no damage, but any creature within its 15-foot burst radius that fails a Reflex save (DC 18) must immediately make a Fortitude save (DC 15) or be stunned for 1d4 rounds. A creature that succeeds on the Reflex save is not required to make a Fortitude save and is unaffected by the grenade. A stun grenade has no effect on robots and other creatures immune to stunning effects.
  
 The purchase DC given represents a box of 6 grenades. The purchase DC given represents a box of 6 grenades.
  
 +  * [[tracer grenade equipment|Tracer Grenade]]
 +{{tag>eq pl6 pl7 canon}}
explosives.1377638050.txt.gz · Last modified: 2021/12/04 00:40 (external edit)