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Grenades<br />
Throwing Them<br />
15ft base + 5ft for 1 STR MOD<br />
Second range increment gives another 15ft + 5ft per 1 STRMOD – this has a -2 to Hit (DC 7 to hit a<br />
square)<br />
There is no Third Range Increment.<br />
(e.g. Some with a STRMOD of + 2 could throw a grenade a maximum of 50ft)<br />
Grenades marked as ‘Small’ have a x2 range increment (e.g 30ft + 5ft per STR MOD).<br />
(e.g. Some with a STRMOD of + 2 could throw a small grenade a maximum of 80ft)<br />
Radius<br />
If you are standing in the same square as a grenade when it goes off then it is a DC 15 Reflexes save<br />
to take half damage. If failed, then full damage is taken.<br />
If you are standing in an adjacent square then it is half damage and a DC 15 Reflexes save to take ¼.<br />
If you are standing in the next again adjacent square then it is ¼ damage and a DC 15 Reflexes save<br />
to take none.<br />
(You also move one sq away from the grenade)<br />
If you are prone the DC check is against 20.<br />
Types of Grenade<br />
Incendary grenades do damage the 1 st round and again in the 2 nd unless the victim spends a full<br />
round action trying to put it out. This is a DC 15 on REF. +2 if you roll on the ground.6d4 damage<br />
Type Weight Stun DC NL Damage Notes Cost<br />
Small 1lb N/A 4d4 78<br />
Large 2lb N/A 6d4 156<br />
Stun Grenades now come in two sizes, have a stun DC (for half damage) and do non-lethal damage.<br />
Radius is 10ft feet, 15ft in an enclosed room.<br />
Type Weight Stun DC NL Damage Notes Cost<br />
Small 1lb 10 4d6 78<br />
Large 2lb 15 6d6 No 2 nd Range Inc 156<br />
Sonic 1lb 10 4d6 Also deafens 1d4 rounds 250<br />
Dazzle 1lb 10 4d6 Also blinds 1d4 rounds 250<br />
Flash/Bang 1lb 10 4d6 Blinds and deafens 1d3<br />
rounds<br />
400<br />
*blindness and deafness out to 10ft<br />
If you make your Stun DC then blind and deaf for only one round