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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

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