Grenades And Explosives

This is for explosives either placed or thrown. Placed explosives requires the Demolition (tech) skill, while grenades requires the grenades (dex) skill.

Gloop Grenades
These strange grenades do no damage (though they can rip off skin from thos trying to get out), and were developed by the Corporate sector for use as mass area denial/supression devices. When 'detonated' they send out an airosol like gunk which when contacts air, starts to harden into a tough glue. Anything caught in the blast radius must make a strength check to break free.

game stats:
Thrown range: 3-7/3/60
Blast radius and damage: 0-1/6d, 3/5d, 5/4d
Cost and availability: 275 credits each, 2R or X
Scale: character

Merr-Sonn Stun grenade

Most standard stun grenades are used as ways to supress riots or take out targets without causing damage. But they are one shot items. Merr-Sonn developed these as a way to over come that, as they can be recharged.

Game stats
Availability:** 2, R or X
Cost: 450 credits
Range: 0-8/16/25
Blast Radius: 0-2/4/6/8
Damage: 6D/5D/3D/2D (stun)
Scale: Character

Stats Approved in Judges Handbook FAQ #45 for Merr-Sonn

Detonite tape:
Skill Demolitions
Scale: character
Damage 3d* (modified by how much and by how well the demo roll is.
Blast radius 0 to 0.5 meters.
The above is for a typical 5 meter roll and can be rolled up when not used.

Model: Greff-Timms Industrial Nitrocellulose Incendiary Device 0033X
Type: Explosive
Scaleb: Character
Skill: Grenade
Cost: 300
Availability: 1, R
Range: 3-7/20/40
Blast Radius: 0-2/4/6/10
Damage: 4D/3D/2D/1D
Source: Gundark’s Fantastic Technology (page 42), Tales of the Jedi Companion (page 127), Arms and Equipment
Guide (page 33)

Impact Grenade
Model: BNO Impact Grenade
Type: Impact-activated grenade
Scale: Character
Skill: Grenade: impact grenade
Cost: 150 (for box of three)
Availability: 2
Range: 3-7/20/40
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Game Notes: Grenade explodes only on impact.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 69)

Detonite
Type: Common detonite
Scale: Speeder
Skill: Demolitions
Cost: 500 per cube
Availability: 2, R
Damage: 1D (modified by Demo roll and combined chart for when using more than one cube)
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 68)

Plasticine Thermite Gel
Model: Gatrellis Plasticine Thermite Gel
Type: Controlled pyrotechnic explosive
Scale: Character
Skill: Demolitions
Cost: 1,000 per kilogram
Availability: 2, X
Damage: 20D for a full kilogram per round, 2D per hundred grams per round; three rounds burning time for 0.50
kilograms application.
Game Notes: Ignition by detonator can be achieved by remote relay. Thermite gel can be shaped, molded, or
stretched, and a full kilo can cover up to 20 square meters. A character must make a demolitions skill roll to correctly set
the gel; the difficulty is based on how reinforced the target is (light doors require only a Very Easy total; reinforced
bulkheads could require a Very Difficult total).
Source: Galaxy Guide 11: Criminal Organizations (page 84), Gundark’s Fantastic Technology (page 46), Pirates
& Privateers (page 45), Rules of Engagement – The Rebel SpecForce Handbook (page 69)

Thermal Well
Model: Alliance-manufactured
Thermal Well
Type: Baradium meltdown device
Scale: Character
Skill: Demolitions
Cost: Not for sale
Availability: 4
Blast Radius: 0-1
Damage: 10D
Game Notes: Mishaps – such as rolling a “1” on the Wild Die – indicate premature explosion.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 70)

Thermal Detonator
Model: Tarascil Explosives Thermal Detonator
Type: Baradium explosive device
Scale: Character
Skill: Demolitions or Grenade
Cost: 2,000
Availability: 2, X
Range: 3-4/7/12
Blast Radius: 0-2/8/12/20
Damage: 10D/8D/5D/2D
Game Notes: Mishaps – such as rolling a “1” on the Wild Die – indicate premature explosion.
Source: Rulebook (pages 233-234),

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