Roleplayer #25, August 1991
More Bang For The Buck
by David Pulver
"Remember: Once you pull the pin, Mr. Grenade is no longer your
friend. "
-- Seen on a button at GenCon
Energy Grenades
At TL10, energy grenades become available, representing an increasingly
attractive alternative to conventional explosives, especially for commando
units, terrorists, etc. Not only are they are immune to detection from chemscanners,
but the small B cells they use are very hard for radscanners to detect (see
Scanners on p. UT59). All energy grenades weigh one pound and cost
$100. They are not reusable; the power cell burns out along with the grenade's
mechanism after use. They are very reliable; the malfunction number is Ver.
(Crit.).
EMP Grenades create a powerful, short-lived magnetic pulse, which
can permanently short out computers within a ten-yard radius. Any TL7 electronic
system using integrated circuits automatically goes down, as does any computer
without EMP protection; repairs will usually take several hours, and memory
loss is likely. TL8 energy weapons, suit HUDs, or simple sensors or other
gadgets (including those with dedicated computers) are assumed to be partially
shielded, but still experience a temporary "surge." Unless protected
by force screens or DR 50+ armor, every electronic device (including most
weapons) within 10 yards fails for 3 seconds. They are LC 2.
Sonic grenades consist of a sonic generator built around a B cell.
When the grenade is activated, it generates a pulse of concentrated sound
that liquefies flesh and bone, doing 6d+6 damage to anyone within a four-yard
radius around the target hex. This damage continues each turn for
3 turns, after which the B cell burns out.
Other effects are similar to a screamer, but more powerful. Any armor in
the area of effect loses 3 DR per turn, unless protected by a force screen.
Natural armor (fur, scales, etc.) loses as many points of DR at the spot
as damage it blocks. Each turn, anyone in the area of effect must roll against
HT or his eardrums will be shattered, deafening him until the eardrums are
replaced. Wearing a sealed helmet protects totally, but if the helmet's
DR was exceeded by the damage, the victim will be affected unless he makes
the HT roll. Sonic grenades are LC 1.
Stun Grenade: Basically a lower-powered sonic grenade, a stun grenade
emits a wave of sound that affects the nervous systems of all beings within
its area of effect. Anyone within a 2-yard radius around the grenade must
roll against HT-3 to avoid being stunned (against HT if within a 4-yard
radius). A failed HT roll renders the victim unconscious for (20-HT) minutes,
with a minimum of 1 minute. Sealed armor adds 1 to effective HT
per S points of DR; unsealed armor is useless. The sonic pulse contin-ues
for 4 turns before the grenade's power cell is exhausted -- anyone in the
area of effect must roll vs. HT each turn or be affected. These are LC 3.
For an extra $50 it is possible to purchase a grenade that can be set to
function as either a sonic or a stun grenade. These are LC 1.
Launched Tangler Grenades
Tangler rounds are available as booth hand grenades and launched grenades;
the effect is identical to a normal tangler round, but with range, etc.,
appropriate to the way it is thrown or fired. A tangle grenade costs $25
and weighs one pound. Tangler mines also exist. They can be triggered by
foot pressure or electronically, and have the effect of a normal tangler
round. A Dodge-2 roll is allowed to jump to an adjacent hex. Cost for each
mine is $10 and weight is 2 pounds. Smart tangler mines (see p. UT27) cost
$250. All tangier devices are LC 5.
Flechette Grenades
Available only for grenade launchers (and mines), these contain scores of
tiny steel needles, released to produce a directional effect like a giant
shotgun. Damage is 8d+8 impaling (but use the shotgun rules, p. B119, so
the effect is actually eight attacks at 1d+1 each), 1/2D 80, Max 200, other
stats (SS, accuracy, etc.) as for the grenade launcher. If a flechette mine
is detonated, use a default skill of 9 to determine hit chance. Flechette
grenades or mines cost $30 and are LC 1.
Rocket Grenade Launcher
Not an electromag weapon, the RGL is a shoulder-fired, one-use rocket booster
for standard grenades, the TL8 equivalent of a LAW or RPG. It consists of
a launch tube and a rocket. To use it, any grenade is screwed into the rocket
as a warhead. The effect of the weapon depends on what grenade is used.
The RGL weighs 4 pounds, or S pounds with a grenade screwed into it. Its
cost, without a grenade, is $100. The RGL is a Legality Class 0
device.
Mounting a grenade takes 10 seconds; the weapon is then ready to fire. Rocket
grenade launchers produce lethal backblast when fired (so the launch tube
cannot be reused). The firer is safe, but anyone in a 60-degree cone behind
him takes 3d damage if within 1 yard, or 1d damage if within 2 yards. Anything
flammable within 2 yards catches fire on a roll of 10 or less. There is
no effect past 2 yards.
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