Accessory - Dragon Magazine #111.pdf - Index of
Accessory - Dragon Magazine #111.pdf - Index of
Accessory - Dragon Magazine #111.pdf - Index of
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individual hand-grenade costs and weight.<br />
All grenades may be bought as a thrown<br />
bomb or a 40mm launched round.<br />
Grenade descriptions<br />
Fragmentation (FR): A standard “frag”<br />
grenade is usually round and smooth with a<br />
serrated body. Upon detonation <strong>of</strong> the filler<br />
(usually a high explosive), the body and<br />
fuse assembly are hurled in all directions,<br />
becoming lethal projectiles. As per the rules<br />
in the TOP SECRET rule book, fragmentation<br />
grenades do 12 points <strong>of</strong> damage to<br />
anyone within 10’ <strong>of</strong> the explosion, 3 points<br />
to anyone 11-20’ away, and 1 point to<br />
characters 21-40’ away. This may seem<br />
rather weak, but is perfectly realistic. Holding<br />
an exploding frag grenade causes 24<br />
points <strong>of</strong> damage. Jumping on a live grenade<br />
results in the shielding character taking<br />
the full 24 points. This grenade is based<br />
on the M26A1 and M67 hand grenades,<br />
both used by the United States Armed<br />
Forces.<br />
White phosphorus (WP): The WP grenade<br />
is cylindrical, tapering toward the<br />
bottom. The body, like that <strong>of</strong> the frag<br />
grenade, is serrated for easy break-up.<br />
Upon detonation, it throws particles <strong>of</strong><br />
burning phosphorus an average distance <strong>of</strong><br />
50’, though some pieces may go as far as<br />
60’. Damage from WP grenades does not<br />
decrease with range, since damage depends<br />
not upon velocity (as in the frag grenade),<br />
but upon the burning <strong>of</strong> the chemical.<br />
Damage can be calculated using the “Z”<br />
HTH combat table found on page 29 <strong>of</strong> the<br />
TOP SECRET rule book. A WP grenade<br />
also produces a white screen <strong>of</strong> smoke (treat<br />
as a smoke capsule). This grenade is equivalent<br />
to the 40mm incendiary shell in the,<br />
TOP SECRET Companion.<br />
Concussion (HE): This grenade is the<br />
equivalent <strong>of</strong> the “blast” grenade found on<br />
page 35 <strong>of</strong> the rule book (and clarified in<br />
DRAGON issue #67, page 13) or the highexplosive<br />
shell found in the Companion. It<br />
is based on the Mk3A2 and is a prepackaged<br />
high-explosive charge in a fibreboard<br />
casing. The casing does not cause<br />
fragmentation damage, but “blast” does<br />
occur (i.e., enormous shock waves which<br />
stun and knock characters to the ground).<br />
The damage is calculated as in the rule<br />
book, but the damage is considered nonlethal,<br />
as this grenade is meant to incapacitate,<br />
not kill.<br />
[It is assumed that the concussion grenade<br />
is not the same sort as the stun grenade<br />
described below. If desired, referees<br />
may combine the statistics <strong>of</strong> these two<br />
grenades, using the additional effects noted<br />
for the stun grenade (deafness, paralysis,<br />
and loss <strong>of</strong> Coordination) for the concussion<br />
grenades. — Editor]<br />
Thermite (TH or INCEN): This is an<br />
example <strong>of</strong> a specialized grenade. It is cylindrical<br />
and made <strong>of</strong> sheet metal. When the<br />
delay element ignites the filler or magnesium<br />
oxide, the mixture burns for about<br />
eight turns (40 seconds), reaching-a peak<br />
temperature <strong>of</strong> 4,300°F. This molten ther-<br />
68 JULY 1986<br />
mite flows from emission holes on the top <strong>of</strong><br />
the grenade; it does not explode. The mixture<br />
will melt through a half-inch <strong>of</strong> steel as<br />
well as asbestos walls and safes, setting the<br />
contents <strong>of</strong> a safe afire. It will weld machinery<br />
parts together as it flows between them.<br />
Any character unfortunate enough to come<br />
into contact with the thermite while it is<br />
burning suffers 10 points <strong>of</strong> damage per<br />
phase for up to five phases, or until he is no<br />
longer in contact with the mixture. If a<br />
character is within 5’ <strong>of</strong> the mixture, he will<br />
suffer five points <strong>of</strong> heat damage per phase<br />
for up to five phases or until he is a safe<br />
distance away.<br />
Hexachloroethane smoke (HC): These<br />
grenades are cylindrical and contain colored<br />
smokes used primarily for signaling. Available<br />
colors are red, orange, yellow, green,<br />
blue, purple, violet, white, and black. No<br />
smoke appears during the turn that the<br />
grenade lands; in the next five turns, a<br />
cloud <strong>of</strong> smoke will appear, extending<br />
downwind. The cloud will disappear over a<br />
period <strong>of</strong> two to three minutes.<br />
Gas (GAS): These grenades contain<br />
anesthetic, tear gas, mace, sleeping gas, or<br />
poison. These five types <strong>of</strong> gas will all take<br />
the form <strong>of</strong> a 15’ x 15’ cloud. Anesthetic,<br />
tear gas, mace, and sleeping gas are colorless.<br />
All but sleeping gas have an odor.<br />
Their effects and durations are found on<br />
page 39 <strong>of</strong> the TOP SECRET rule book.<br />
Poison-gas grenades come in all six types<br />
listed in the rule book and cost the same as<br />
one dose <strong>of</strong> the appropriate type <strong>of</strong> poison;<br />
all other gas grenades cost $20 each.<br />
Illumination flare (IF): This grenade, as<br />
do the rest in this article, comes in two<br />
types: a hand-held grenade and a 40mm<br />
round. In this case, the round is much more<br />
effective. The flare grenade is not usually<br />
thrown, but is dropped or rolled. After the<br />
delay element has finished burning, the<br />
base <strong>of</strong> the grenade is blown <strong>of</strong>f. This reveals<br />
the burning filler which produces a<br />
very bright light over a 50‘-radius area,<br />
lasting 30 seconds. Looking directly at the<br />
light causes temporary blindness for 1-6<br />
turns, reducing Coordination by 1-100%<br />
until the effect wears <strong>of</strong>f.<br />
The 40mm launched rounds are fired<br />
from one <strong>of</strong> the launchers described in this<br />
article. The round is shot into the air and<br />
slowly descends on a small parachute.<br />
While descending, it casts a light over a 30yard<br />
radius, but is visible for 3 miles over<br />
still water and slightly less over land. A flare<br />
at the maximum height <strong>of</strong> 600’ is visible up<br />
to as far away as 33 miles over a calm body<br />
<strong>of</strong> water. These flares come in red, yellow,<br />
green, and white, and they are used for<br />
both signaling and illumination.<br />
Stun (ST): So far, no <strong>of</strong>ficial statistics are<br />
available on this type <strong>of</strong> grenade. The description<br />
below was drawn from fictional<br />
accounts found in numerous espionage and<br />
adventure novels. This is, however, a real<br />
grenade, and an excellent reference to it is<br />
found on page 295 <strong>of</strong> The Devil’s Alternative,<br />
by Frederick Forsyth. Readers are also<br />
directed to recent James Bond novels by<br />
John Gardner for other descriptions <strong>of</strong> the<br />
grenade.<br />
This is a very sophisticated and expensive<br />
device. It has found its greatest use in antiterrorist<br />
operations, particularly by the<br />
British Special Boat Service (SBS) and its<br />
sister organization, the Special Air Service<br />
(SAS). Almost immediately after these<br />
grenades are thrown, they explode with a<br />
blinding flash. For game purposes, this<br />
results in temporary blindness lasting for<br />
5d10 turns. The grenade also gives <strong>of</strong>f a<br />
tremendous “bang” at the same time. This<br />
“bang” has a 90% chance <strong>of</strong> blowing out<br />
the eardrums <strong>of</strong> an unprotected human<br />
target (eardrums will heal over a period <strong>of</strong><br />
1-6 months) and will automatically cause an<br />
instant loss <strong>of</strong> concentration and partial<br />
hearing loss. In all, the flash and bang<br />
reduce the Coordination <strong>of</strong> a character by<br />
1-100 + 50% for 1-5 minutes. In addition,<br />
if a victim’s eardrums are blown, a tonal<br />
sound (the “crash”) enters the middle ear<br />
and causes a lo-second paralysis <strong>of</strong> one’s<br />
muscles. Because this grenade is quite powerful,<br />
the Administrator may wish to make<br />
it difficult for agents to obtain.<br />
All grenades are marked according to<br />
their type and are lettered to indicate their<br />
fillers. These letters are shown in parentheses<br />
beside the titles <strong>of</strong> the grenades in the<br />
above descriptions. Body and letter colors<br />
are as follows:<br />
Concussion and fragmentation — olive<br />
drab with yellow markings<br />
Gas and chemical — gray or light green<br />
with black markings<br />
Dummy (training) — black with white<br />
markings, or blue with black markings<br />
Smoke (HC) grenades have a colored<br />
band around their middles, depicting the<br />
color <strong>of</strong> the smoke they produce.<br />
Grenade launchers<br />
Grenade launchers obviously have no<br />
place in true espionage. However, the TOP<br />
SECRET game also encompasses short,<br />
commando-style raids, such as in module<br />
TS 002, Operation: Rapidstrike! Therefore,<br />
agencies have made three types <strong>of</strong> grenade<br />
launchers available to agents participating<br />
in such assaults: the M-79, the M-203, and<br />
the Mark-19.<br />
The M-79 is a hand-held 40mm launcher.<br />
It takes grenade rounds as well as the 40mm<br />
ammunition given in the TOP SECRET<br />
Companion. It is a break-open, single-shot<br />
launcher with a wooden stock.<br />
The M-203 is a weapon-mounted grenade<br />
launcher and uses the same statistics<br />
as the M-79, because they are essentially<br />
the same weapon but carried in a different<br />
fashion. The M-203 is designed to fit the<br />
M-16 assault rifle in the standard underover<br />
configuration, although it will fit any<br />
assault rifle with some minor modifications.<br />
It is a single-shot, breech-loaded, pumpaction<br />
launcher that comes with a quadrant<br />
sight assembly that must be attached to the<br />
rifle.<br />
The Mk-19 is an infantry-support<br />
weapon, generally vehicle mounted, though