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Star Trek Voyager RPG d20 System

ST-VO v23c

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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

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