Grenades

Fragmentation Grenade: The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes. Upon exploding, the grenade also emits an EMP effect within the first 5 ft of the explosion. Any target hit by it has their shields damaged by 1/2 the grenades damage.
(The purchase DC given is for a box of 6 grenades).

40mm Fragmentation Grenade: This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes. Upon exploding, the grenade also emits an EMP effect within the first 5 ft of the explosion. Any target hit by it has their shields damaged by 1/2 the grenades damage.
The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode.
(The purchase DC given is for a box of 6 grenades).

Smoke Grenade: Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke (5ft. radius). On the following round, it fills a 10ft radius, and on the third round it fills a 15ft radius. The smoke obscures all sight, including the darkvision ability. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.
(The purchase DC given is for a box of 6 grenades).

Tear Gas Grenade: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills the four squares around it with smoke (5ft. radius). On the following round, it fills a 10ft radius, and on the third round it fills a 15ft radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
A character caught in a 5-10ft radius cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. Within the 15ft radius they must make a Fortitude save (DC 15) or be shaken. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask or environmental suit renders the target immune to the effects.
(The purchase DC given is for a box of 6 grenades).

Thermal Charge: Detonates and distributes burning chemical material across the burst radius. Any target that takes damage from a theramal charge is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. A Thermal Charge does not only explode. Additionlly, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use Thermal Charges to quickly destroy key pieces of equipment.
(The purchase DC given is for a box of 6 grenades).

Splash Weapons

Many splash weapons are essentially homemade devices (improvised explosives). The purchase DC given in Table: Explosives and Splash Weapons reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.

Acid, Mild: A character can throw a flask of acid as a grenade like weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.

Molotov Cocktail: A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). The purchase DC given is for the components. To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

Grenades

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