Descriptions of Explosives

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These are descriptions of the explosives from the Weapons page. You can view the table directly here.

Tech Level 0 Explosives

Greek Fire Grenade

A great kept military secret by the Byzantine empire Greek fire was not only used by flame-throwers to protect there harbour from enemy ships but also thrown as possible on of Earth's first effective use of a grenade like object. Normally contained in jars of ceramic, stone or glass. This deadly weapon could catch anything on fire and would keep burning even under water. If the dexterity save is successful the target does not get caught on fire. However if failed the character takes 1d4 burn damage for 1d6 turns.

Gun Powder Explosive

First used by the Chinese army likely between 960 and 1044 AD. Gunpowder was packed into ceramic or sometimes even metal containers. Grenades with metal shards in them proved to be more deadly and thus deal more damage.

Tech Level 1 Explosives

Fragmentation Grenade

The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

C4/Semtex

So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and range increment; each additional block increases the damage by +2d6 and for ever two blocks the range increment by 1, and requires a Demolitions check (DC 15) to link them. Although the damage statistics on the table represent a 1-pound block, C4 is sold in 4-block packages. The cost given represents a package of 4 blocks. C4/Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it.

Dynamite

Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and ever 4 sticks a range increment. It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice). Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it. To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

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 Ability check DC 15). The price 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.

Thermite Grenade

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.

White Phosphorus Grenade

White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point.

Smoke Grenade

Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills 1 range increment with smoke. On the following round, it fills 2 range increments 10ft radius, and on the third round it fills all squares within 3(15ft) range increment. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. 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.

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 a 1(5ft) range increment with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills 2(10ft) range increment, and on the third round it fills a 3(15ft) range increment. 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 cloud of tear gas must make a Constitution save (DC 15) or be Nauseated. This effect lasts as long as the character is in the cloud and for 1d4 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 renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a moderate (+2) advantage for the Constitution save.

Concussion Grenade

Military and police use these types of grenades similarly to the Tear and Gas in there role. The goal is to clear a room of combatants before entering it. Instead of disabling one of more of the combatants sense the Concussion Grenade attempts to render the target/s unconscious. Instead of a Dexterity save the target must roll as Constitution save of DC15 + 1 for every Tech level of the grenade. If the target fails the check he is knocked out for (+2)1d4 turns.

Tech Level 2 Explosives

EMP Explosive

An EMP grenade releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 3(15ft) range increment. Affected devices remain nonfunctional until repaired (see the Repair skill description for details).

The EMP grenade deals no damage to living creatures. However, a creature with cybernetic attachments takes 1d6 points of electricity damage per cybernetic attachment (maximum 5d6) and must succeed on a Constitution save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Constitution save, each of its cybernetic attachments takes 1d6 points of electricity damage as well.

An EMP grenade deals 5d6 points of electricity damage to a mecha or robot.

Fireflash Explosive

A fireflush grenade contains a chemical compound that combusts immediately upon contact with oxygen. When a fireflush grenade detonates, it produces geysers of flame that fill a 2(10ft) burst radius. All creatures and objects within the burst radius take 3d6 points of fire damage. The blast also ignites clothing and other flammable items. A Dexterity save of D15+(1 for every extra Tech level) will receive only 1/2 damage.

Tangler Explosive

The tangler grenade operates on the same principle as the tangler gun, but targets an area rather than one specific character. Any time a character is struck by a tangler grenade, that character suffers a staking moderate disadvantage (–2) penalty to Dexterity. This penalty remains in place until the compound is dissolved.

If the character is struck with enough tangler grenades that the penalty is equal to or greater than his Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity penalties from tangler grenades stack with those from tangler guns.

Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical or some other spray solvent.

Tech Level 3 Explosives

Dis-solver Explosive

This grenade releases a cloud of gas that dissolves organic matter, dealing 2d6 points of acid damage per round to all living creatures and organic materials in a 1(5ft) radius burst. Suspended in an artificial gravity well, the cloud persists until the gravity well collapses after 30 seconds (10 rounds). The gravity well prevents even strong winds from dispersing the acid cloud.

Gravimetric Explosive

When this grenade detonates, it releases incredible gravitational forces. All creatures within a 2(10ft) radius burst are crushed for 6d6 points of bludgeoning damage. A successful Dexterity save (DC 15+(1 for ever additional Tech Level) halves the damage. This weapon cannot be converted into a cone shaped blast unless constructed via a Character with Tech Level 4 skills.

Stunner

A stun grenade deals no damage, but any creature within its 3(15ft) burst radius that fails a Dexterity save (DC 18) must immediately make a Constitution save (DC 15) or be stunned for 1d4 rounds. A creature that succeeds on the Dexterity save is not required to make a Constitution save and is unaffected by the grenade. A stun grenade has no effect on robots and other creatures immune to stunning effects.

Tech Level 4 Explosives

Cryonic Explosive

When a cryonic grenade explodes, it deals 8d6 points of cold damage to all creatures in a 2(10ft) burst radius. A successful Dexterity save (DC 15) halves the damage. The freezing cold automatically stabilizes any creature reduced to negative hit points by the blast. If the cryonic blast deals sufficient damage to reduce a target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die).

Psionic Wave Explosive

A psionic grenade releases a 2(10ft) radius psionic blast that affects only creatures with psionic abilities or powers. Any such creature that fail a Dexterity save (DC 18) cannot use its psionic abilities or psionic powers for (+1)1d4 rounds. In addition, it must succeed on a Wisdom save (DC 15) or suffer 1d6 points of temporary Intelligence, Wisdom, and Charisma damage.

Singularity Implosion Device

A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 1(5ft) burst radius takes 15d6 points of damage. A Character cannot preform a Dexterity Save again this explosion. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind. The explosive cannot be used thrown as a grenade. This explosive's area type cannot be a cone only a circle.

Explosive Accessories Descriptions