Grenades
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Grenade Conceal Damage Blast Weight Avail Cost SI Legal
Concussion 6 12M* -1/M 0.25 5/4 d 30Y 2 3-J
Dual-Charge 5 Special Special 0.5 8/7 d 150Y 3 3-J
Defensive (HE or AP) 6 10S -1/0.5m 0.25 4/4 d 30Y 2 3-J
Flare 6 Special - 0.25 2/24 h 40Y 1 Legal
Flash 6 Special - 0.25 4/48 h 40Y 1 3-J
Flash-Pak 12 Special - 0.2 3/36 h 250Y 1 Legal
Gas (Neuro-Stun VII) 5 Special - 0.25 8/4 d 60Y 2 3-J
Incendiary 5 Special - 0.5 4/4 d 50Y 2 3-J
Ink 6 None - 0.25 4/4 d 40Y 2 Legal
IPE Grenades
Concussion 5 16M* -1/m 0.5 8/7 d 70Y 2 3-J
Defensive 5 15S -1/0.5m 0.5 8/7 d 60Y 2 3-J
Offensive 5 15S -1/m 0.5 8/7 d 60Y 2 3-J
Mini-Grenade 8 by gren by gren 0.1 +2/by gren x2 +1 by gren
Offensive (HE or AP) 6 10S -1/m 0.25 4/4 d 30Y 2 3-J
Smoke 6 - - 0.25 3/24 h 30Y 2 Legal
Smoke (IR) 6 - - 0.25 4/48 h 40Y 2 Legal
Splash 5 - Special 0.25 8/4 d 50Y 2 3-J
Superflash 5 Special -1/m 0.25 10/14 d 80Y 3 2-J
White Phosphorous 6 14M/10L -1/m 0.25 6/5 d 120Y 3 3-J
Grenades Information
Grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities.
Concussion
Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
Dual Charge
Dual Charge grenades are basically two grenades in one. Almost any combination can be chosen from the available grenade types listed. For example: white phosphorus/smoke, AP Offensive/splash, and so on. Superflash, incendiary, and flare grenades may not be included in dual charge grenades.
Both parts detonate at the same time. Treat each part as a grenade of its type, but reduce the Power, blast radius, and other effects by half (round down.)
Defensive
Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition
Flare
Intended as a signal marker, flare grenades do not explode but rather burn with an intensely bright colour for 10 minutes. These flares negate any visibility modifiers for darkness in a 30 meter radius but instead give a +2 glare visibility modifier for anyone looking in their direction (Flare Compensation eliminates this modifier). While these grenades become hot to the touch, they can be held safely and will not ignite any fires.
Flash
When detonated, this grenade produces a blinding flash of light effective out to a 30 meter radius.. Anyone looking in the direction of the flash suffers a +6 TN modifier, reduced by 1 for every 5 meters from the point of ignition. Flare compensation reduces this modifier by -2, and the effect is reduced by -2 per full Combat Turn.
Flash grenades create a blast zone of 1 meter, inflicting 5L damage.
Flash Pak
The size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in random strobe sequences to disorient, distract and blind opponents. Anyone facing a flash-pak receives a +4 target number modifier (+2 if the target has flare compensation). The pak also negates modifiers from poor or no lighting, but imposes its own +2 modifier because of the strobing flashes.
Gas
Instead of exploding, these cylindrical grenades release a cloud of stun gas - commonly Neuro-Stun VIII, although they may be filled with other chemicals. The gas cloud affects everything within a 10-meter radius, and lasts for 2 Combat Turns (less in windy areas, at the GM’s discretion).
Incendiary
These grenades do not explode, but instead spew flames and burning sparks and generate intense heat. Anything flammable within a 10 metger radius of the point of impact may catch fire, using the standard rules for such but apply a +2 modifier to the roll.
Incendiary grenades will spark and burn for 10 combat turns. The sparks eliminate visibility modifiers for darkness within a 30 meter radius, but instead impose a +2 Glare visibility for anyone looking in that direction (flare compensation will negate this penalty). Anyone who touches or moves within 1 meter of an incendiary grenade suffers 8M damage from heat and flame; reduce the Power by half (round down) Impact Armor.
Ink
Only produced in non aerodynamic form, ink grenades are intended for underwater use. When they explode they release a cloud of black ink with a 5 meter radius that inflicts a +4 visibility modifier for those caught inside the area (cumulative with other underwater modifiers).
IPE
Improved Personal Explosives are as per the standard offensive, defensive, and concussion grenades that cover a wider area of effect. They in other ways duplicate their type of grenades.
Mini-Grenades
Mini-grenades are bullet-like projectiles designed for grenade launchers. As a safety feature, they are primed electronically by the gun when ejected and do not actually arm until they have traveled five meters. This means that they have a minimum range and cannot be manually armed and thrown, unless the safety feature is overridden with an Electronics B/R (6) Test (base time 5 minutes). Mini- grenades come in offensive, defensive and concussion versions, delivering the same effects as their larger brothers.
Offensive
Offensive grenades have a higher fragmentation effect. Offensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition.
Smoke and Smoke IR
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
Splash
Developed by Zeta-lmpChem, these grenades disperse a chemical spray over a wide area. The chemical is often mixed with DMSO (M&M p. 111). A wide range of compounds is available, from gamma-scopolamine to insecticide.
Splash grenades soak everything within a 5-meter radius with their chemical spray. Each grenade holds roughly 1 liter (10 doses) of a compound.
The cost does not include the chemical's cost.
Superflash *
A more powerful version of the standard flash grenade, this device creates a blinding effect that can be seen for up to three kilometers (if the line of sight is not blocked.) This effect will blind and stun any onlookers as follows: anyone facing the blast must resist 12 M Stun damage. Reduce the Power of the flash by -1 per meter from the point of impact. Flare compensation reduces the damage by -2; armor has no effect.
For each box of damage taken, modify by +1 the TN for any test involving vision (including combat). Both the Stun damage boxes taken and the associated +1 modifier fade away at 1 per minute.
The Superflash is so overwhelming that even targets not facing the blast may be affected by the light reflecting off walls and ceiling. Apply the Blast in Confined Spaces rules (p 119, SR3) to determine effect, reducing Power by -1 per meter from the point of impact.
Superflash grenades also create a blast zone of 1 meter, inflicting 5L damage.
* This item has special rules, seen here and here
White Phosphorus
Packed with white phosphorus, a chemical that burns at very high temperatures when exposed to air, these grenades cover the blast area with a burning chemical that adheres to whatever it touches. The first Damage Code listed represents the initial blast effect. Anyone in that blast radius (15 meters) will be covered with the burning chemical and will continue to take damage at the beginning of each subsequent Combat Turn.
The second Damage Code represents this burning damage. Reduce the Power by half Impact Armor (round down). The white phosphorus burns continuously for 15 Combat Turns. Flammable materials may catch fire, per the Fire and Incendiary rules in SR3, page 98.
White Phosphorus is difficult to extinguish because it reignites whenever exposed to air. If an affected area or target can be completely cut off from air, the chemical's effects end after two Combat Turns.
Master Index » Equipment Index » Weapons Tables » Grenades
Grenade Conceal Damage Blast Weight Avail Cost SI Legal
Concussion 6 12M* -1/M 0.25 5/4 d 30Y 2 3-J
Dual-Charge 5 Special Special 0.5 8/7 d 150Y 3 3-J
Defensive (HE or AP) 6 10S -1/0.5m 0.25 4/4 d 30Y 2 3-J
Flare 6 Special - 0.25 2/24 h 40Y 1 Legal
Flash 6 Special - 0.25 4/48 h 40Y 1 3-J
Flash-Pak 12 Special - 0.2 3/36 h 250Y 1 Legal
Gas (Neuro-Stun VII) 5 Special - 0.25 8/4 d 60Y 2 3-J
Incendiary 5 Special - 0.5 4/4 d 50Y 2 3-J
Ink 6 None - 0.25 4/4 d 40Y 2 Legal
IPE Grenades
Concussion 5 16M* -1/m 0.5 8/7 d 70Y 2 3-J
Defensive 5 15S -1/0.5m 0.5 8/7 d 60Y 2 3-J
Offensive 5 15S -1/m 0.5 8/7 d 60Y 2 3-J
Mini-Grenade 8 by gren by gren 0.1 +2/by gren x2 +1 by gren
Offensive (HE or AP) 6 10S -1/m 0.25 4/4 d 30Y 2 3-J
Smoke 6 - - 0.25 3/24 h 30Y 2 Legal
Smoke (IR) 6 - - 0.25 4/48 h 40Y 2 Legal
Splash 5 - Special 0.25 8/4 d 50Y 2 3-J
Superflash 5 Special -1/m 0.25 10/14 d 80Y 3 2-J
White Phosphorous 6 14M/10L -1/m 0.25 6/5 d 120Y 3 3-J
Grenades Information
Grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities.
Concussion
Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
Dual Charge
Dual Charge grenades are basically two grenades in one. Almost any combination can be chosen from the available grenade types listed. For example: white phosphorus/smoke, AP Offensive/splash, and so on. Superflash, incendiary, and flare grenades may not be included in dual charge grenades.
Both parts detonate at the same time. Treat each part as a grenade of its type, but reduce the Power, blast radius, and other effects by half (round down.)
Defensive
Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition
Flare
Intended as a signal marker, flare grenades do not explode but rather burn with an intensely bright colour for 10 minutes. These flares negate any visibility modifiers for darkness in a 30 meter radius but instead give a +2 glare visibility modifier for anyone looking in their direction (Flare Compensation eliminates this modifier). While these grenades become hot to the touch, they can be held safely and will not ignite any fires.
Flash
When detonated, this grenade produces a blinding flash of light effective out to a 30 meter radius.. Anyone looking in the direction of the flash suffers a +6 TN modifier, reduced by 1 for every 5 meters from the point of ignition. Flare compensation reduces this modifier by -2, and the effect is reduced by -2 per full Combat Turn.
Flash grenades create a blast zone of 1 meter, inflicting 5L damage.
Flash Pak
The size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in random strobe sequences to disorient, distract and blind opponents. Anyone facing a flash-pak receives a +4 target number modifier (+2 if the target has flare compensation). The pak also negates modifiers from poor or no lighting, but imposes its own +2 modifier because of the strobing flashes.
Gas
Instead of exploding, these cylindrical grenades release a cloud of stun gas - commonly Neuro-Stun VIII, although they may be filled with other chemicals. The gas cloud affects everything within a 10-meter radius, and lasts for 2 Combat Turns (less in windy areas, at the GM’s discretion).
Incendiary
These grenades do not explode, but instead spew flames and burning sparks and generate intense heat. Anything flammable within a 10 metger radius of the point of impact may catch fire, using the standard rules for such but apply a +2 modifier to the roll.
Incendiary grenades will spark and burn for 10 combat turns. The sparks eliminate visibility modifiers for darkness within a 30 meter radius, but instead impose a +2 Glare visibility for anyone looking in that direction (flare compensation will negate this penalty). Anyone who touches or moves within 1 meter of an incendiary grenade suffers 8M damage from heat and flame; reduce the Power by half (round down) Impact Armor.
Ink
Only produced in non aerodynamic form, ink grenades are intended for underwater use. When they explode they release a cloud of black ink with a 5 meter radius that inflicts a +4 visibility modifier for those caught inside the area (cumulative with other underwater modifiers).
IPE
Improved Personal Explosives are as per the standard offensive, defensive, and concussion grenades that cover a wider area of effect. They in other ways duplicate their type of grenades.
Mini-Grenades
Mini-grenades are bullet-like projectiles designed for grenade launchers. As a safety feature, they are primed electronically by the gun when ejected and do not actually arm until they have traveled five meters. This means that they have a minimum range and cannot be manually armed and thrown, unless the safety feature is overridden with an Electronics B/R (6) Test (base time 5 minutes). Mini- grenades come in offensive, defensive and concussion versions, delivering the same effects as their larger brothers.
Offensive
Offensive grenades have a higher fragmentation effect. Offensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition.
Smoke and Smoke IR
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
Splash
Developed by Zeta-lmpChem, these grenades disperse a chemical spray over a wide area. The chemical is often mixed with DMSO (M&M p. 111). A wide range of compounds is available, from gamma-scopolamine to insecticide.
Splash grenades soak everything within a 5-meter radius with their chemical spray. Each grenade holds roughly 1 liter (10 doses) of a compound.
The cost does not include the chemical's cost.
Superflash *
A more powerful version of the standard flash grenade, this device creates a blinding effect that can be seen for up to three kilometers (if the line of sight is not blocked.) This effect will blind and stun any onlookers as follows: anyone facing the blast must resist 12 M Stun damage. Reduce the Power of the flash by -1 per meter from the point of impact. Flare compensation reduces the damage by -2; armor has no effect.
For each box of damage taken, modify by +1 the TN for any test involving vision (including combat). Both the Stun damage boxes taken and the associated +1 modifier fade away at 1 per minute.
The Superflash is so overwhelming that even targets not facing the blast may be affected by the light reflecting off walls and ceiling. Apply the Blast in Confined Spaces rules (p 119, SR3) to determine effect, reducing Power by -1 per meter from the point of impact.
Superflash grenades also create a blast zone of 1 meter, inflicting 5L damage.
* This item has special rules, seen here and here
White Phosphorus
Packed with white phosphorus, a chemical that burns at very high temperatures when exposed to air, these grenades cover the blast area with a burning chemical that adheres to whatever it touches. The first Damage Code listed represents the initial blast effect. Anyone in that blast radius (15 meters) will be covered with the burning chemical and will continue to take damage at the beginning of each subsequent Combat Turn.
The second Damage Code represents this burning damage. Reduce the Power by half Impact Armor (round down). The white phosphorus burns continuously for 15 Combat Turns. Flammable materials may catch fire, per the Fire and Incendiary rules in SR3, page 98.
White Phosphorus is difficult to extinguish because it reignites whenever exposed to air. If an affected area or target can be completely cut off from air, the chemical's effects end after two Combat Turns.