Grenade Table

Hand Grenades
TL Weapon Type Damage Weight Fuse Cost LC Notes
6 Concussion cr 6d ex 0.5 4 $15 2 [1]
6 Fragmentation cr 4d ex [2d] 0.5 4 $10 2 [1]
6 Molotov Cocktail burn 1d (1 m) 0.5 0 $2 3 [2]
7 Chemical spec. (3 m) 0.5 2 $30 4 [1,3]
7 Concussion cr 10d ex 0.5 4 $40 2 [1]
7 Fragmentation cr 8d ex [3d] 0.5 4 $40 2 [1]
7 Incendiary, WP burn 4d ex×3 0.5 4 $60 1 [1,4]
7 Incendiary, Thermite burn 4d (1 m) 0.5 2 $40 2 [1,4]
8 Bursting Chemical spec. (10 m) 0.5 2 $30 4 [1,5]
8 Stun HT-5 aff 0.5 2 $10 3 [1,6]
9 Concussion cr 20d ex 0.5 * $40 2 [1]
9 Fragmentation cr 16d ex [4d] 0.5 * $40 2 [1]
9 Tangler Binding 20 (3 m) 0.5 * $40 3 [1,7]
9 HEAP cr 20d (10) ex 0.5 * $50 2 [1,8]
9 HEDP cr 16d (10) ex [4d] 0.5 * $50 2 [1,8]
10 Micronuke cr 300d 0.5 * $4000 1 [1]
linked burn 100d

40 mm Propelled Grenades
TL Weapon Type Damage Weight Fuse Cost LC Notes
7 HE cr 7d ex 0.25 I $30 2 [8,9]
7 HEDP cr 5d (10) ex [2d] 0.25 I $30 2 [8,9]
7 Chemical spec. (3 m) 0.25 I $20 4 [8,3]
7 Bursting Chemical spec. (8 m) 0.25 I $20 4 [8,5]
7 Flare burn 1d6/2+1 0.25 I $40 4 [8,10]
7 Flare Cluster burn 1d6/2 0.25 I $40 4 [8,11]
8 Sponge cr 1d6/2+1 0.25 I $20 3 [8,12]
9 HE cr 14d ex 0.25 I $30 2 [8,9]
9 HEDP cr 10d (10) ex [3d] 0.25 I $30 2 [8,9]
9 Tangler Binding 20 (2 m) 0.25 I $30 3 [7,8]
10 Micronuke cr 200d 0.25 I $4000 1 [8]
linked burn 70d

25 mm Propelled Grenades
TL Weapon Type Damage Weight Fuse Cost LC Notes
9 HE cr 7d ex 0.06 I $20 2 [8,9]
9 HEDP cr 5d (10) ex [2d] 0.06 I $20 2 [8,9]
9 Chemical spec. (3 m) 0.06 I $15 4 [3,8]
9 Bursting Chemical spec. (6 m) 0.06 I $15 4 [5,8]
9 Flare burn 1d6/2 0.06 I $30 4 [8,10]
9 Flare Cluster burn 1d6/3 0.06 I $30 4 [8,11]
9 Tangler Binding 20 (1 m) 0.06 I $20 3 [7,8]

Notes
[1] Takes one ready maneuver to draw the grenade, and another ready maneuver to pull the pin. The grenade detonates several seconds later, depending on the fuse. At TL 9 and beyond, the fuse can be set from 1 to 10 seconds, or to go off on imapct (special fuses are available for longer delays, or for remote detonation). It takes a ready maneuver to set the fuse.
[2] Takes one ready maneuver to light the fuse. Grenade shatters on impact. Flame burns for one minute.
[3] Fills a 3 meter radius with a chemical gas. The grenade continues to emit fumes for 40 seconds (hand grenade), 20 seconds (40 mm propelled grenade), or 10 seconds (25 mm propelled grenade); during this time it will replenish the cloud if it is blown away. The gas drifts with the wind, and can affect targets far away under windy conditions. The clouds will linger for one minute after they are discharged. If the LC of the chemical is lower than 4, use that LC instead.
[4] Incendiaries burn for one minute and stick to whatever they touch.
[5] Fills the listed radius with a chemical gas. The cloud lingers for one minute after bursting.
[6] Affliction affects everyone within 2 meters at full strength. Beyond that, the victim gets a bonus equal to the magnitude of the range modifier from the grenade to his HT roll. Protected Hearing and Protected Vision each give +5 to resist.
[7] Binding has the following enhancements and limitations: Area Affect (listed radius); Persistent; Engulfing; Only Damaged by Burning, Corrosion, Crushing or Cutting; Extended Duration (1 day); One Shot
[8] Must be fired from a grenade launcher.
[9] Grenade arms at 20 meters (40 mm) or 10 meters (25 mm). Until then, the only damage it does is from a direct impact.
[10] Illuminates a 100 meter radius for 40 seconds. The light is bright enough to negate all vision penalties. The flare is attached to a parachute, fired into the air it floats down slowly enough to illuminate the area from above for its entire burn time.
[11] A cluster of colored flares burns for 7 seconds. Mainly used for signaling.
[12] Low velocity only.

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