Grenades & Rockets
|Bang grenade||Special||250||1 lb.||—||20|
|Concussion grenade||5d6||750||1 lb.||B||20|
|EMP grenade||5d6||750||1 lb.||E||20|
|Flash grenade||Special||750||1 lb.||—||20|
|Flechette grenade||5d6||750||1 lb.||P||20|
|Fragmentation grenade||5d6||750||1 lb.||S||20|
|Inferno grenade||5d6||750||1 lb.||F||20|
|Plasma grenade||4d6/4d6||1600||1 lb.||B/F||20|
A grenade must be primed armed before being thrown. Unless noted otherwise priming and arming a grenade is a free action. The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. Unless noted otherwise when a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.
Molotov Cocktail: A direct hit from a molotov cocktail deals 1d6 points of fire damage. Every creature within 5 feet of the point where the bottle hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Unlike with other grenades, a DC 15 Reflex save cannot half the damage from a molotov cocktail.
Pipe bomb: This hollow pipe holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst.
Nail bomb: This variant of a pipe bomb has most of the black powder replaced with metal nails. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst. Like ammunition, the nails are destroyed after one use.
Bang Grenade: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).
C4: A single charge of C4 can be triggered to explode by using a detonator (see below) or applying 10 or more points of electricity damage to it in a single action. When detonated, a single use of C4 explodes in a 40-foot-radius spread and deals 6d6 points of bludgeoning damage and 6d6 points of fire damage to all creatures and objects in the area of effect. A successful DC 17 Reflex saving throw halves the damage.
EMP Grenade: Deals 5d6 points of electricity damage to robots and electronic-based gear, half damage to cyborgs and androids, and no damage to other creatures.
Flash Grenade: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).
Plasma Grenade: Deals 4d6 points of bludgeoning damage and 4d6 points of fire damage.
Detonator: A detonator is a small device that can be used to trigger cranial bombs, C4, and other explosives remotely. While an explosive is being set, the user can key the explosive to a detonator with a standard action that costs the detonator one charge. Once the explosive is keyed, as a standard action the user can push a button to trigger the explosive. A typical detonator has a range of 1,000 feet—though some may have a reduced range (intentionally or otherwise) and others might be enhanced by a signal booster.
Rockets: Rocket propelled versions of the grenades have the same statistics as normal grenades but may not be thrown by hand or with a grenade launcher.