Explosives¶
Grenades¶
This section covers hand thrown grenades (hand grenades). The table specifies their effective range (the distance an average person is capable of throwing them), their cost and damage. Fragmentation grenades have a kill radius of five metres (5m) in which any unprotected target is effectively killed, and a casualty range of 15 metres in which targets are damaged enough to render them harmless. Below 15 metres the grenade does normal damage, and beyond that range it does half. If sturdy enough cover is available remove half of the damage, as it represents the flying shrapnel.
Most hand grenades come with a pin that has to be pulled in order to arm the grenade. Once thrown the lever detaches lighting the fuse. Most fuses range between four and six seconds.
Name | Damage | Cost | Weight | Range |
---|---|---|---|---|
F1 Grenade | 42 | 250 | 0.6kg | 30m |
M67 | 42 | 250 | 0.8kg | 30m |
Nonlethal Grenades¶
This section covers non lethal grenades. They also have an effective range of about 30 metres.
Smoke grenades come in different colours (although most are white) and can be used to block line of sight. Only FLIR (thermal imaging) is capable of seeing heat signatures through smoke.
Stun grenades temporarily blind, deafen and disorient a target for 2d4 actions.
Name | Note | Cost | Weight | Range |
---|---|---|---|---|
Stun grenade | Applies blinded and deafened for 4 actions. | 300 | 0.7kg | 30m |
Smoke grenade | Blocks line of sight, except thermal imaging. | 200 | 0.5kg | 30m |
Sting ball grenade | Applies stunned for 4 actions. | 300 | 0.8kg | 30m |
Anti Vehicle Weapons¶
The table below shows a list of man portable anti vehicle weapons. These are intended to be used against small armoured vehicles (such as tanks, armored trucks and cars, helicopters or small landing craft). Many of these vary in shape, size and cost; but most importantly in how they function.
Some are single use only, and are discarded after use, while others can be reloaded. The ammunition used also differs from weapon to weapon. The most expensive launcher can fire different kind of ammuntion, for example guided missiles and rockets. Others just shoot unguided dumb fire rockets or rocket propelled grenades.
While these weapons are mostly used to destroy or disable enemy armour, they can also be used to destroy houses or fortification.
Some of these weapons require careful handling as they could be potentially dangerous to one owns health if used improperly. Some have a considerable and dangerous back blast that could kill anyone standing behind the shooter when the weapon is fired. The lethal range of such a backblast is usually given in metres. Beyound that range anyone caught with the back blast takes 8 force and 8 fire damage up until double the backblast range. Weapons with a backblast are safe to fire from enclosed spaces as long as a leeway of roughly 3 metres is given behind the shooter.
The ammunition table lists the ammunition used by the various launchers. If used against infantry they are considered to have a kill radius just like grenades. Beyound the kill radius personnel take the amount of damage given in the table. The penetration capabilities are given in the highest possible armour rating this round can penetrate.
Name | Cost | Weight | Range | Recoil | Notes |
---|---|---|---|---|---|
RPG-7 | 8500 | 7.5 kg | 300m | 0 | Backblast 20m, Reloadable |
Pzf. 3 | 9000 | 6.0 kg | 300m | 0 | Backblast 20m, Reloadable |
Name | Cost | Weight | Radius | Used By | Damage | Penetration |
---|---|---|---|---|---|---|
PG-7VL | 1000 | 2.0 kg | 5m | RPG-7 | 22 bludgeoning | Penetrates Vessel Armour MK I |
PG-7VR | 1500 | 3.2 kg | 5m | RPG-7 | 22 bludgeoning | Penetrates Vessel Armour MK II |
OG-7V | 900 | 1.5 kg | 30m | RPG-7 | 42 | Anti-personnel |
Pzf 3 | 1000 | 2.1 kg | 5m | Pzf. 3 | 22 bludgeoning | Penetrates Vessel Armour MK I |
Pzf 3 IT | 1500 | 3.2 kg | 5m | Pzf. 3 | 22 bludgeoning | Penetrates Vessel Armour MK II |