Smart grenades
Standard
Described in: Core book
Description
Before embarking on a mission, each Knight is given a pack of 5 Smart Grenades that attaches to their belt. SGs, as they are known, are true marvels of technology that can adapt to several different situations.
Each SG can be switched to a certain type as it is thrown, with a simple digital command. The user can choose from four different types: shrapnel, flashbang, EMP, or armour piercing. They can also be used as ordinary explosives used to destroy vehicles or help collapse a building.
Throwing a grenade generally requires a Ranged based skill check, just like any other ranged attack. GMs can choose a different base skill depending on the player’s intended use for the grenade, however. If they just want to lob the grenade, Ranged will do. If they want to bounce it off a wall, a Dexterity check might be more appropriate. Finding the right place to attach a grenade to a vehicle would use Tech, and so on, each time choosing a skill that fits the description.
Reminder: The reach varies with each Strength OD : Short (a character with 1 Strength OD can throw up to Medium range, up to long range with 2 Strength ODs, and up to far range with 3 Strength ODs)
Attack
Shrapnel
Damages | Violence | Reach | Energy | Effect(s) |
---|---|---|---|---|
3D6 (9) | 3D6 (9) | Short - ≤50ft | - |
Damages | 3D6 (9) |
---|---|
Violence | 3D6 (9) |
Reach | Short |
Effect |
---|
Clip (5) Clip (5) |
Scatter (6) Scatter (6) |
Ultraviolence Ultraviolence |
Wounding Wounding |
[Ignore cover] [Ignore cover] |
Flashbang
Damages | Violence | Reach | Energy | Effect(s) |
---|---|---|---|---|
Short - ≤50ft | - |
Barrage (2)
Barrage (2)
-
Clip (5)
Clip (5)
-
Radiance (2)
Radiance (2)
-
Scatter (6)
Scatter (6)
-
Stun (1)
Stun (1)
(Automatic unless on meta-armour)
-
[Ignore cover]
[Ignore cover]
|
Reach | Short |
---|
Effect |
---|
Barrage (2) Barrage (2) |
Clip (5) Clip (5) |
Radiance (2) Radiance (2) |
Scatter (6) Scatter (6) |
Stun (1) Stun (1) (Automatic unless on meta-armour) |
[Ignore cover] [Ignore cover] |
Armour-piercing
Damages | Violence | Reach | Energy | Effect(s) |
---|---|---|---|---|
3D6 (9) | 3D6 (9) | Short - ≤50ft | - |
Damages | 3D6 (9) |
---|---|
Violence | 3D6 (9) |
Reach | Short |
Effect |
---|
Armour-piercing (20) Armour-piercing (20) |
Clip (5) Clip (5) |
Destructive Destructive |
Penetration (6) Penetration (6) |
Scatter (6) Scatter (6) |
[Ignore cover] [Ignore cover] |
EMP
Damages | Violence | Reach | Energy | Effect(s) |
---|---|---|---|---|
Short - ≤50ft | - |
Reach | Short |
---|
Effect |
---|
Clip (5) Clip (5) |
Interference (2) Interference (2) |
Scatter (6) Scatter (6) |
[Ignore cover] [Ignore cover] |
Explosive
Damages | Violence | Reach | Energy | Effect(s) |
---|---|---|---|---|
3D6 (9) | 3D6 (9) | Short - ≤50ft | - |
Damages | 3D6 (9) |
---|---|
Violence | 3D6 (9) |
Reach | Short |
Effect |
---|
Anti-vehicle Anti-vehicle |
Clip (5) Clip (5) |
Scatter (3) Scatter (3) |
Stun (1) Stun (1) |
[Explosivity] [Explosivity] |
[Ignore cover] [Ignore cover] |
Availables enhancements
Optional enhanced smart grenades
25 PG
Effect | Condition |
---|---|
Damages +2D6, Violence +2D6 | Not on flashbang or EMP. |
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.
Some creatures have no HP score. Against them, destructive always applies, ignoring ignore armour and armour-piercing effects. If a creature has HP and AP values, destructive still applies if the target’s AP are higher than the armour-piercing effect of the attack. If armour-piercing allows the attack to completely ignore the target’s AP, damage is dealt straight to the target’s HP and the destructive effect is ignored.