Grenades

A grenade is any hand, claw, or paw thrown area of effect weapon. Grenades are remarkable for their ease of use and even more remarkable for their deadliness. The grenade is particularly unintelligent and damages expedition members as indiscriminately as opponents. Grenades are imprecise and still manage to impact all targets within their area of effect.

Drawing of gnarly humanoid hand holding an old school grenade.

Grenade with hand

Grenade Type

Grenade Type Table

Classic spherical area of effect weapons designed for close combat.

Die Roll (1d100)

Grenade Type

01-05

Big Bertha

06-10

Chemical Explosive

11-15

Corrosive

16-20

Cryoblast

21-25

Energy Drain

26-30

Energy

31-35

Exploding Pin

36-40

Fragmentation

41-45

Fusion

46-50

Gas

51-55

Gravruptor

56-60

Magnetic Disrupter

61-65

Mini

66-70

Molecular Disruptor

71-75

Multiple Explosive

76-80

Napalm

81-85

Pin

86-90

Pyrotechnic

91-94

Radiation

95-97

Sky Lighter

98-99

Torc

00

Ref’s Own Table

Die Roll

Grenade Type

Grenade Types

Big Bertha Grenade

Range

STR

Area of Effect

8h

Damage

12-144 (12d12)

Wate

2kg

EXPS

300

Value

1000

The big bertha is a massive concussion grenade. Aside from inflicting massive damage, big bertha stuns and topples targets.

Big Bertha Effect
  • 8h range 12d12 damage

  • 12h range stun

  • 16h range topple

These effects are cumulative. A target within eight hexes takes damage, gets stunned and gets toppled. To avoid being stunned, the player must win a Damage System Shock roll (anthros only). To avoid being toppled, the player must win a dexterity Attribute Roll.

The name big bertha has its roots in mundane terran war history Big Bertha.

Chemical Explosive Grenade

Range

STR

Area of Effect

4h

Damage

8-64 (8d8)

Wate

0.75kg

EXPS

100

Value

200

A chemical explosive grenade is a more powerful version of the typical fragmentation grenade. The chemical explosive is the big sister of the Fragmentation grenade and the little sister of the Big Bertha.

Corrosive Grenade

Range

STR

Area of Effect

3h

Damage

5-40 (5d8)

Wate

1kg

EXPS

200

Value

300

The corrosive grenade bathes the area of effect with acids, alkalis, or non-neutralizing combinations of both. The corrosive grenade’s contents are highly volatile but neutralize themselves on organic surfaces. This grenade is selectively more destructive to inorganic materials and robot personas. Organic targets suffer damage from the initial grenade explosion.

After the initial explosion, the residue will continue to eat away at inorganic materials. Metals, plastic, rubber, etc., continue to take damage until washed clean. Items such as armour, weapons, or robots will take an additional 2-20 hit points of damage for each of the continuing 1-8 units of reaction. E.g., an unwashed robot could take an additional 2-20 HPS for four units after the initial blast. Corrosive grenades are also known as acid baths and Drainoh bombs.

Cryoblast Grenade

Range

STR

Area of Effect

8h

Damage

3-30 (3d10)

Wate

1kg

EXPS

300

Value

500

The cryoblast grenade freezes everything in its area of effect to a blast of extreme cold. The grenade can freeze things solid and can trap personas in ice. Medium or smaller, sized targets have a % chance, equal to the damage inflicted, of being trapped in the ice. So a medium-sized beasty that took 19 points of damage has a 19% chance of being frozen immobile. The cryoblast grenade can also freeze swords in scabbards, render buttons frozen, jam weapons, etc. The cryoblast is also known as a cryofrag, a berg bomb, or a rinkmaker.

Energy Drain Grenade

Range

STR

Area of Effect

Special

Damage

Special

Wate

0.5kg

EXPS

275

Value

3000

An energy drain grenade will suck the life out of nearby potential energy stores (batteries) and self-destruct. Any batteries within a ten hex radius will be instantly devoid of charge. The grenade will shower a smaller three hex area of effect with its exploding fragments. This explosion will inflict 1d4 hit points of damage for every battery drained. An unlucky target has 16 batteries within the area of effect. The grenade explodes in 0 to 3 units—​inflicting 16d4 of damage to all within three hexes.

The energy drain grenade only works on discrete batteries storing potential energy. Continuous battery sources like broadcast or psionic batteries are immune. The energy drain grenade does not affect robots, powered armour, or vehicle power plants.

The energy drain grenade is also known as an Amp-ire grenade or a Never-ready.

Energy Grenade

Range

STR

Area of Effect

15h x 15h x 1h

Damage

12-48 (12d4)

Wate

1kg

EXPS

300

Value

5000

The energy grenade emits a controlled lazer explosion of the given volume (15h x 15h x 1h). Regardless of the terrain in which the grenade, the detonation always occupies the given volume. The grenade’s blast area will race along corridors, through open doors, around corners, and down escalators. Using this weapon in unfamiliar terrain could have its effects hurtling directly back at the user. The energy grenade is also known as an anti-trench grenade or a mouser.

Exploding Pin Grenade

Range

STR

Area of Effect

4h

Damage

1-6 (1d6) per pin

Wate

1.25kg

EXPS

150

Value

650

The exploding pin grenade is a sadistic version of a micro grenade launcher. When an EPG goes off, it showers the four hex area of effect with tiny pins. These tiny pins will stick into the hardest of alloys (AR less than 1000). Whenever a pin hits, it will immediately explode, inflicting the 1d6 damage described above. The number of pins that hit a target depends on the target’s size. The larger the target, the more pins inflict damage.

Pin Amount

Determine the number of pins that stick to the target.

Target Size

Pin Amount

Tiny

1-3 (1d3)

Small

1-4 (1d4)

Medium

1-6 (1d6)

Large

2-12 (2d6)

Gigantic

3-18 (3d6)

Target Size

Pin Amount

Fragmentation Grenade

Range

STR

Area of Effect

1h

Damage

5-50 (5d10)

Wate

0.85kg

EXPS

125

Value

75

The fragmentation grenade is your run-of-the-mill shrapnel grenade. These are commonly called frags or grenades.

Fusion Grenade

Range

STR

Area of Effect

10h

Damage

10-120 (10d12)

Wate

2.5kg

EXPS

300

Value

4000

A fusion grenade delivers a micronuclear explosion. The explosion includes a host of other nasty effects beyond damage.

Fusion Grenade Areas of Effect
  • 10h 10d12 damage

  • 15h immolation chance

  • 20h blinding flash

  • 30h radiation attack

Immolation

Any flammable object within 15 hexes of the epicentre has a chance of immolating. The immolation chance includes personas and equipment. The chance of immolation is equal to 1% per point of damage. Anything ignited by the grenade will burn until extinguished.

Blinding

Any personas within 20 hexes have a chance of being blinded. The chance of being blinded is 1/2% per point of damage. This attack affects both organic and inorganic personas and devices. Video sensors will restore vision in 1-10 (1d10) minutes.

Radiation

Any target within 30 hexes is subject to a lethal radiation attack. The intensity of the attack is equal to 1/10 of the damage.

The effects of a fusion grenade are cumulative and lethal. A persona that is within ten hexes taking 60 HPS of damage. First, she subtracts 60 HPS from HPS Total. Then she has a 60% chance of catching fire and a 30% chance of being blinded. Finally, she must make a roll versus intensity six lethal radiation.

Residual Radiation

For effect, the ref can make the ten hex radius of effect become a lingering radiation zone. The radiation intensity is 1/10 of the blast damage. The radiation zone’s intensity level will decrease by one point per hour, day, or week, depending on how dirty the grenade was.

The reader should have noticed that this is not a close combat weapon. More observant readers have noticed that a persona cannot throw a fusion grenade safely out of range.

Fusion grenades are also known as micro-nukes, CQ bombs, and tactical nukes.

Drawing of shadowy humanoid wearing gas mask entering room full of collapsed humanoids.

It has been a gas gentlemen

Gas Grenade

Range

STR

Area of Effect

13h

Damage

Special

Wate

0.9kg

EXPS

275

Value

250

The gas grenade discharges a dense mist of poisons. The nerve agents are both contact and respiratory poisons. All organic targets must roll vs poison attack or suffer the described effect. The cloud of gas will dissipate in 1-8 units. Prevailing winds may affect the duration and intensity of the gas cloud. The gas’s intensity will vary from 4-24 (4d6). This value is generated once for the entire cloud.

Gas Type Table

What type of nerve agent is harboured in this nerve gas bomb.

Die Roll (1d100)

Gas Effect

Duration

01-10

Blindness

1-10 hours

11-20

Comatose

1-10 hours

21-30

Death

Forever

31-40

Insanity

1-4 days

41-50

Lethargy

1-10 days

51-60

Nausea

1-20 hours

61-70

Paralysis

1-20 hours

71-80

Attribute

1-6 hours

81-90

Unconsciousness

1-4 days

91-99

Vomiting

1-6 hours

00

Ref’s Own Table

Die Roll

Gas Effect

Duration

Lethargy - halve all rolls.

Nausea - halve all attributes.

Attribute - subtract 1d10 from attribute, can be fatal.

Gravruptor Grenade

Range

STR

Area of Effect

25h

Damage

Special

Wate

2kg

EXPS

300

Value

6000

The gravruptor grenade generates 1-6 random gravities of anomalous attraction. The effect will either smash targets into the ground, throw them high into the air, or fling them off into space. The gravruptor grenade produces an instantaneous burst of random acceleration. Newtonian physics conveniently need not apply. Objects greater than 2 tonnes in wate are not affected by this grenade’s attack.

Up

25% of the time, the gravruptor grenades reverses gravity by 1-6 (1d6) gravities. Reversing gravity accelerates everything in the opposite direction to the present gravity. The general effect is that things go flying into the air. All items fly one hex in the air per anomalous gravity. There is no damage from flying into the air or accelerating back down to the ground. However, the deceleration of hitting the ground inflicts 1-6 (1d6) hit points per gravity. Colliding with an immobile object along the path of the toss will also inflict 1-6 (1d6) hit points per gravity.

Down

The remaining 75% of the time, the gravruptor grenade will add 1-6 g to the local terrain. Increasing gravity causes personas to crash to the ground and vehicles to grind into the dirt. This pressing problem will also inflict damage to all targets in the area of effect. This damage is 1 to 12 (1d12) hit points in damage per extra gravity. E.g., three gravities would smash targets into the ground for 3-36 (3d12) hit points of damage.

All Around

This weapon is a ZOG (zero gravity) combat weapon. The gravruptor flings enemy combatants off into space. All targets accelerate away from the epicentre at 1-6 (1d6) gravities. This acceleration inflicts 1 to 6 (1d6) hit points of damage per gravity of acceleration. The targets are also flying away at one h/u for every 2 points of damage. Consider a gravruptor grenade that generated five gravities on detonation The referee generates 16 HPS of damage using 5d6. Each target subtracts 16 HPS from their HPS Total and is flying away at eight h/u.

The gravruptor grenade is also known as a downer or a jump bomb.

Magnetic Disruptor Grenade

Range

STR

Area of Effect

12h

Damage

Special

Wate

1.5kg

EXPS

300

Value

4500

The magnetic disruptor grenade resembles an implosive super magnet. When detonated, this grenade attracts loose items towards its epicentre. The disruptor will attract anything inorganic: metals, alloys, plastic, wood, etc. Armour may get ripped off of personas. Tools may tear from utility belts. Weapons may fly from the paws of personas. Unless the terrain is intentionally completely barren, there will always be stuff to attract.

These high-speed projectiles smash into all targets within the area of effect. The targets closest to the detonation endure more hurtling stuff. The damage increases the closer the target is to the epicentre of the grenade detonation. A persona 12h out from the target hex takes 1d4 hit points of damage. A persona in the target hex takes 12d4hit points of damage.

A Strength attribute roll is required if the referee feels something could fly out of a persona’s grip. The closer to the epicentre, the harder it is to hang onto stuff. The attribute challenge is versus 24 at the epicentre and two at the periphery (12 hexes).

Mini Grenade

Range

1/2 STR

Area of Effect

attack roll

Damage

special

Wate

0.1kg

EXPS

170

Value

1000

Mini grenades are so small and light that they don’t throw very far. The player must win an attack roll to damage a target using a mini grenade. A miss with a mini grenade explodes loudly and harmlessly. The target’s size determines its Defence Rating, and bigger targets are easier to hit. The target does not use its regular combat Defence Rating and must use the target size AR. The target’s Defence Rating should decrease, which follows the spirit of grenades being area of effect attacks.

Defence Rating Based On Target Size

The bigger the target the easier to hit.

Target Size

Defence Rating (DEF)

Tiny

700

Small

600

Medium

500

Large

400

Gigantic

300

Target Size

Defence Rating

Mini grenade users may wish to throw a handful of these micro explosives at their target. The persona can throw up to three mini grenades at once. If the persona does not have a grenades skill, there is an attack roll penalty. Three grenades have attack roll penalties of -100, -200 and -300. Two grenades have attack roll penalties of -100 and -200. A single mini grenade attack has no penalties.

Mini grenades are also known as pea grenades or pill grenades. High-tech level mini grenades can become extremely small.

Mini Grenade Type

Blast, gas or flash?

Die Roll (1d100)

Grenade Type

01-80

Explosive

81-90

Gas

91-99

Pyrotechnic

00

Ref’s Own Table

Die Roll

Grenade Type

Explosive Mini Grenades

Each grenade that hits inflicts 3-18 (3d6) hit points of damage. There is no area of effect. Only the target is damaged.

Mini Gas Grenades

Mini gas grenades do no damage unless the poison type does. The intensity of the gas attack is from 3-18 (3d6). There is no area of effect. Only the target is affected. To determine the gas type jump to Gas Grenade.

Mini Pyrotechnic Grenades

Mini pyrotechnic grenades are harmless but highly distracting. There is no area of effect. Only the target is affected. To determine the pyrotechnic type jump to Pyrotechnic Grenade.

Molecular Disruptor Grenade

Range

STR

Area of Effect

Special

Damage

8-64 (8d8)

Wate

1.7kg

EXPS

300

Value

10000

A molecular disruptor is a temperamental disintegration grenade. When discharged, this grenade converts solid matter into a warm, seething cloud. The problem is that neither the thrower nor the grenade has any idea what is going to happen. The Extent of Disruption Table determines the amount of disruption.

Disruption Event Table

Determine the extent of molecular disruption and destruction.

Die Roll (1d100)

Disruption

Damage

01-10

None

1h

11-80

None

2h

81-90

1h

4h

91-96

2h

6h

97-99

3h

8h

00

Ref’s Own Table

Die Roll

Disruption

Damage

Damage

Targets in this area of effect take 8-64 (8d8) hit points of damage. Damage comes from slivers of disruption that burst from the grenade. These slivers punch microscopic holes through anything in the damage area of effect.

Disruption

The disruption area of effect utterly destroys any target within it. Any matter within this area of effect transforms into a warm homogenous gas. There is no explosion, no noise, just a giant cloud of effervescent warm gas. The effect of getting disrupted is devastating and final. All personas, equipment, terrain, and good ideas disappear.

The molecular disruption grenade is also known as a disintegration grenade.

Multiple Explosive Grenade

Range

STR

Area of Effect

Special

Damage

Special

Wate

3kg

EXPS

250

Value

1000

The multiple explosive grenades are the "exploding cigars" of lethal combat. This grenade initially explodes like any other grenade, but similarities end there. After the first explosion, the grenade flies into the air, only to land and explode again. The number of detonations, area of effect and damage is determined each time.

The successive explosions will occur 0 to 3 units apart. The location of the explosion is 0-5 (1d6-1) hexes in a random direction. The easiest way to determine is to make a random facet roll.

Diagram showing grenade miss direction on hexagon sheet.

Roll to see where it lands (1d12).

These grenades are dangerous to the expedition for obvious reasons. Unless identified, a multiple explosive grenade is indistinguishable from a regular lethal grenade. If used indoors, the grenade will explode, each unit bouncing around the room.

Multiple explosive grenades are also known as jumping jacks.

Multiple Explosions

How many explosions are hidden in this gift that keeps on giving.

Die Roll (1d100)

Detonations

Area of Effect

Damage

01-50

1st

5h

4-40 (4d10)

2nd

3h

3-30 (3d10)

3rd

0h

Dud

51-85

1st

6h

5-50 (5d10)

2nd

4h

4-40 (4d10)

3rd

2h

3-30 (3d10)

86-99

4 times

5h

4-40 (4d10)

00

Ref’s Own Table

Die Roll

Detonations

Area of Effect

Damage

Napalm Grenade

Range

STR

Area of Effect

2h x 8h

Damage

6-60 (6d10)

Wate

1.75kg

EXPS

300

Value

2000

The napalm grenade covers an area with an adhesive flaming goo. The napalm grenade is unique in that it has a swath area of effect instead of a spherical area of effect. The grenade launches itself into the air for an eight hex trip raining adhesive flammables all along its course. Usually, this grenade will launch itself in the same direction that the persona threw it. If the thrower is unskilled in grenade combat and rolls less than 200 on her attack roll, the napalm grenade will launch itself in a random direction.

Anything caught in this blazing area of effect will take 6-60 (6d10) hit points of damage and immediately immolate. Immolation lasts for 2-8 (2d4) units, inflicting 2-24 (2d12) hit points of damage every unit. The two hex by eight hex patch of flaming death will burn itself out in 1 to 10 minutes. Referees should also be prepared to consider the effects of smoke inhalation if used indoors.

Napalm grenades are also labelled phosphorous grenades and Smoky the Fear bombs.

Pin Grenade

Range

1/4 STR

Area of Effect

1h

Damage

1-10(1d10) per pin

Wate

0.5kg

EXPS

150

Value

500

The pin grenade is the needler of area of effect attacks. The pin grenade pierces everything in 1 hex radius of effect with explosive pins. The initial detonation is relatively quiet. The size of the target determines how many pins stick.

Pin Amount

Determine the number of pins that stick to the target.

Target Size

Pin Amount

Tiny

1-3 (1d3)

Small

1-4 (1d4)

Medium

1-6 (1d6)

Large

2-12 (2d6)

Gigantic

3-18 (3d6)

Target Size

Pin Amount

Exploding Pin Grenade

There is an 80% chance that the pin grenade will be an exploding pin grenade. Each pin explodes for 1-10 (1d10) hit points of damage. So a Large target could take up to 12-120 (12d10) hit points of damage.

Poison Pin Grenade

There is a 20% chance that a pin grenade will deliver toxin instead of exploding. The intensity of the chemical will vary from 3 to 18. The persona must make a saving roll even if the pin contains a beneficial pharmaceutical.

Pin Toxin Type

Determine what the pin injects into the target.

Die Roll (1d100)

Gas Effect

Duration

01-10

Blindness

1-10 hours

11-20

Heal

See pharmaceutical

21-30

Death

Forever

31-40

Insanity

1-4 days

41-50

Lethargy

1-10 days

51-60

Nausea

1-20 hours

61-70

Paralysis

1-20 hours

71-80

Attribute

1-6 hours

81-90

Unconsciousness

1-4 days

91-99

Pharmaceutical

See pharmaceutical

00

Ref’s Own Table

Die Roll

Gas Effect

Duration

Lethargy - halve all rolls.

Nausea - halve all attributes.

Attribute - subtract 1d10 from attribute, can be fatal.

The pin grenade is also known as a porcupin(e), or inoculator grenade.

Pyrotechnic Grenade

Range

STR

Area of Effect

5h

Damage

None

Wate

0.35kg

EXPS

100

Value

175

Pyrotechnic grenades are smoke, sonic, and flash weapons. The pyrotechnic grenades appear in military actions or violent magic shows. Pyro grenades can be devoted to one attack type or a mix of all three. Targets must win a saving roll for each different type of pyro attack.

Pyro Grenade Type Table

Fabulous fireworks of ferocity.

Die Roll (1d100)

Pyro Type

01-30

Flash Only

31-60

Smoke Only

61-90

Sonic Only

91-92

Flash and Smoke

93-94

Flash and Sonic

95-96

Smoke and Sonic

97-98

Flash, Smoke and Sonic

99-00

Ref’s Own Table

Die Roll

Pyro Type

Smoke

A smoke grenade fills the area of effect with very dense smoke. There is no saving roll versus smoke. The smoke will dissipate in 1 to 10 minutes. For a fancy smoke colour jump to the Colour Table.

Flash

Flash grenades will temporarily blind any target that has optical sensors. The sensors (eyes, cameras) will remain inoperative for 1 to 10 units. There is a saving throw versus intensity 2 to 16 (2d8) poison.

Sonic

Sonic grenades deliver a painful eardrum numbing howl on discharge. The attack deafens any audio receptors in the area of effect. Total deafness lasts 1 to 10 minutes, followed by days of tinnitus. There is a saving throw versus intensity 2 to 16 (2d8) poison.

Radiation Grenade

Range

STR

Area of Effect

12h

Damage

3-24 (3d8)

Wate

2.8kg

EXPS

200

Value

1000

The radiation grenade bathes the area of effect with lethal radiation types. Any target caught in the bath area will take 3 to 24 hit points of damage. There is a simultaneous radiation attack of intensity equal to the damage rolled. If the blast doesn’t get you, the radiation will. The radiation grenade is entirely silent.

The grenade attack leaves ongoing lethal residual radioactivity. The area of effect will remain toxic one day per intensity level of radiation. A radiation intensity 12 attack would remain toxic for 12 days. The intensity decreases by 1 per day until there is no lethal radiation. The detonation site will remain anomalous to radiation detectors forever.

The radiation grenade is also known as a Neutron grenade or a Micrograve Oven.

Skylighter Grenade

Range

STR

Area of Effect

40h x 40h rectangle

Damage

4-40 (4d10)

Wate

2.95kg

EXPS

300

Value

5500

The sky lighter is an outdoorsy grenade. On detonation, the grenade launches a projectile into the sky. After 2-6 (3d3) units, the enormous area of effect is deluged with jagged hail. The initial explosion does no damage, but the hailstorm is like nails that melt. This grenade depends on complex meteorological mechanisms. This grenade is useless if used indoors, underwater, in zero gravity or a vacuum.

The skylighter grenade is also known as a Painmaker, Rainmaker, or Chicken Little.

Torc Grenade

Range

STR

Area of Effect

12h

Damage

12-144 (12d12)

Wate

1.75

EXPS

275

Value

9000

The torc grenade is the anti-force field grenade. A torc grenade does no damage unless the target is within a force field. The grenade affects any force field that makes contact with the radius of the torc grenade. Any tactical, personal or battery-powered force field will instantly be exhausted. A force field powered by a renewable power plant returns in 1 to 10 minutes. The torc grenade cannot damage a civic or naval forcefield. The grenade may create a temporary hole in such force fields to assist the story.

The collapse of the shield delivers 12-144 (12d12) hit points of damage. The damage is only for those targets inside the force field.

The torc grenade is also known as a force field disruptor.

A grenade’s pin and lever laying on the ground.

Not the throwning part.

Trigger

The trigger of the grenade activates the weapon, and the sudden deceleration on the target hex detonates it. The grenade can also detonate if it were to hit a solid object after activation. Grenade triggers are mainly descriptive.

Grenade Trigger Type

Examples of ways that the grenade can be triggered. This list is not exhaustive.

Die Roll (1d100)

Trigger Type

01-20

Cap

21-40

Fuse

41-60

Inertia

61-80

Pin

81-95

Twist

96-99

Remote

00

Ref’s Own Table

Die Roll

Trigger Type

Number

Grenades come in six-packs, not unlike a famous mundane terran beverage. However, only 1-6 (1d6) grenades will be in a pack. For powerful campaign-altering grenades, five of the six will be missing.

Drawing of an old school grenade with pin and release lever.

They never look like this

Description

Not all grenades are created equal. Even the same grenade type may have different shapes and colours. The random descriptions of grenades in EXP arise from the technological chaos. Different companies, species, technologies, and regulations are all mixed. Grenades lack identifying markings. Identification of a grenade depends on instinct, feel and other indicators. Expeditions often blow themselves fiddling with grenades.

Grenade Shape

The bomb shape table is used purely for the convenience of the author.

Bomb Shape Table
Shape up and ship out.

Die Roll (1d100)

Bomb Shape

01-10

Bag

11-20

Banana

21-30

Cube

31-40

Pear

41-50

Pineapple

51-60

Pyramid

61-85

Sphere

86-00

Ref’s Own Table

Die Roll

Bomb Shape

Stylized futuristic hand grenade with large obvious loop pin.

Any shape, any size, any shade of grey.

Grenade Shape Shift

The bomb shape deformation table is used purely for the convenience of the author. It is not lazy. It is efficient. This table is optional, but if you don’t use it, you are the lazy one.

Bomb Shape Deformation Table

Contort the bomb’s basic shape.

Die Roll (1d100)

Deformation

01-20

Elongated/Stretched

21-40

Flattened/Squashed

41-49

Inverted

50-97

Normal

98

Involuted

99

Add another basic shape

00

Ref’s Own Table

Die Roll

Deformation

Grenade Adornment

The bomb adornment table is used here because this author is efficient and preserves electrons. Adornments are the most fun and aggravating descriptors of grenades.

Bomb Strange Adornment

The adornment may be relevant to the bomb’s function, but most likely not.

Die Roll (1d100)

Fancy Attachment

01-04

Access Panels

05-08

Antennae, Coiled

09-12

Antennae, Straight

13-16

Antennae, Up and Down

17-20

Hoses, Dangling

21-24

Hoses, Looped

25-28

Indentations, Random

29-32

Indentations, Round

33-36

Indentations, Square

37-40

Indentations, Triangular

41-44

Knobs, Glowing

45-48

Knobs, Inflating deflating

49-52

Monitor, Data Stream

53-56

Monitor, Static

57-60

Protuberances, In and Out

61-64

Protuberances, Pointed

65-68

Protuberances, Springs

69-72

Protuberances, Wobbly

73-76

Protuberances, Gnarled

77-80

Random, Sparks

81-84

Random, Squirts or Drips

85-88

Random, Steam Puffs

89-90

Things that Whiz and Click

91-94

Tubes, Liquid Filled

95-98

Tubes, Pulsing

99

Tubes, Solid

00

Ref’s Own Table

Die Roll

Fancy Attachment

Grenade Colour

Keep it simple with a 1d10 roll, or make it zany with a 1d100 roll.

Giant Colour Table
Colour your world.

Simple

Fancy

(1d12)

Colour

(1d100)

Colour

1

Black

01-04

Black

5

Carbon

6

Charcoal

7

Midnight

8

Oil

2

Blue

9-12

Blue

13

Blueberry

14

Cyan

15

Cobalt

16

Denim

17

Navy

18

Robin

19

Sapphire

3

Brown

20-22

Brown

23

Coffee

24

Oak

25

Mocha

26

Taupe

4

Gray

27-29

Gray

30

Fog

6-10

Granite

31

Silver

32

Slate

33

Smokey

5

Green

34-36

Green

37

Apple

38

Avocado

39

Emerald

40

Forest

41

Jungle

42

Lime

43

Olive

44

Sage

45

Seaweed

6

Orange

46-48

Orange

49

Gold

50

Dijon

51

Spice

7

Pink

52-54

Pink

55

Blush

56

Daisy

57

Violet

58

Watermelon

8

Purple

59-61

Purple

62

Eggplant

63

Grape

64

Indigo

65

Magenta

66

Maroon

67

Plum

68

Violet

9

Red

69-72

Red

73

Burgundy

74

Cherry

75

Scarlet

76

Lava

77

Ruby

78

Violet

10

White

79-81

White

82

Milk

83

Shell

84

Vanilla

11

Yellow

85-87

Yellow

88

Corn

89

Goldenrod

90

Macaroni

91

Manilla

92

Mustard

93

Peach

12

Choose

94-00

Ref’s Own Table

(1d12)

Colour

(1d100)

Colour

Simple

Fancy

Colour Affect
Optional roll to change how the colour appears.

Die Roll (1d20)

Affect

1

Bright

2

Clear

3

Dark

4

Dirty

5

Drab

6

Dull

7

Florescent

8

Grizzly

9

Iridescent

10

Light

11

Metallic

12

Muted

13

Normal

14

Punchy

15

Ruddy

16

Shimmering

17

Shiny

18

Sparkly

19

Transparent

20

Choose

Die Roll (1d20)

Affect

Colour Pattern
Roll to see how the two colours interact.

Die Roll (1d20)

Pattern

1

Accents

2

Bolts

3

Cammo

4

Digicam

5

Diamonds

6

Dots

7

Hexagons

8

Ovals

9

Patchy

10

Plaid

11

Polka Dots

12

Poke A Dots

13

Splashes

14

Splotches

15

Spots

16

Squares

17

Squiggles

18

Stripes

19

Tartan

20

Triangles

Die Roll (1d20)

Pattern

Grenade Parameters

For details on the special elements of grenade combat jump to GrenadeCombat.

Range

The range of a grenade depends entirely on the thrower. A persona can throw a grenade one hex per point of Strength There is no guarantee that a persona can throw a grenade further than its area of effect.

Area Of Effect

The area of effect represents the radius of the sphere affected by the grenade. For example, a fragmentation grenade has an area of effect of 1 hex. Any target with the target hex and the surrounding hex is affected. Personas above the target hex are also impacted because the area of effect is spherical.m The area of effect of a grenade is indiscriminate and any fellow expedition members caught in the area of effect are impacted.

Damage

The damage parameter has a range of hit points and the dice for calculating the damage amount in parentheses. If there is no damage parameter listed, the weapon likely has some other horrible effect.

Wate

The wate of the grenade in kilograms.

EXPS

The persona gets this value for identifying the grenade. The player may identify the grenade before or after detonation.

Value

The value of the grenade in eps.