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Explosives and Heavy Weapons - Printable Version +- Midcity Forums (https://midcityrpg.com/forums) +-- Forum: Game Discussion (https://midcityrpg.com/forums/forumdisplay.php?fid=4) +--- Forum: Temporary Shops (https://midcityrpg.com/forums/forumdisplay.php?fid=19) +--- Thread: Explosives and Heavy Weapons (/showthread.php?tid=22) |
Explosives and Heavy Weapons - GM Whistler - 03-23-2018 Heavy Weapons VG6 Boomer Grenade Launcher A heavy six-shot revolving cylinder grenade launder made by Vulcan Armory. Lobs 40mm grenades in a long arc, and can be used as a direct, straight projectile at close range. Damage: +25 Range: Medium Restrictions: Requires 40mm Grenades Special: None Cost: $775 VUK Niner An older model launcher used often by Nova Rossiya during the mage wars, these are as tough and reliable as ever. A single-shot launcher, but due to the size of the shells and the ease of the weapon, a quick reload is not unheard of. Damage: +35 Range: Medium Restrictions: Requires 40mm Rounds Special: None Cost: $875 Explosives Explosives are good for one use per item. Using an Explosive is considered an action. When used with a weapon, Explosives will add to damage done by stats. Firecracker A small explosive, a favorite of trouble-making hooligans everywhere. Used for distractions, or launched from a slingshot. Damage: +30 Blast Radius: Touch/Close Restrictions: Good for 1 use. Special: None Cost: $20 C2 A breaching charge used by tactical operations personnel to get past locked doors and take out people behind them. Damage: 0 Blast Radius: Touch/Close Restrictions: Good for 1 use. Special: Opens locked doors and kills or stuns any behind the door (GM Discretion) Cost: $25 Smoke Grenade A canister-type grenade that can be used to signal or mark landing sites, or as a screening device to cover movement. The smoke can be coloured in the case of signal grenades. Damage: 0 Blast Radius: Medium-Close Restrictions: Good for 1 use. Special: Puts up a blinding smoke screen. Perception and ranged attack rolls receive a -5 to the roll, unless using thermal imaging. Cost: $75 Stun Grenade Also called a flashbang. This canister-type minimal fragmenting device temporarily blinds and deafens those in the blast radius. They are designed to disable and disorient instead of kill, but can cause harm to those in close proximity of the blast. Damage: +10 Blast Radius: Medium-close Restrictions: Good for 1 use. Special: Disables everyone in the blast radius for one round. The following round, a -2 is taken to all rolls. Cost: $125 EMP Grenade A canister grenade holding a small electro-magnetic pulse charge. After the handle (or "spoon") on the grenade is released, a timer activates for 3 seconds. When the time is up, the "pinch" goes off, and the EMP is activated. Damage: 0 Blast Radius: Close Restrictions: Good for 1 use. Special: Shuts down all electronic equipment for 2 rounds (or 3 minutes in non-combat situations) . This includes cybernetic body parts. Cost: $200 Frag Grenade An M67 fragmentation grenade - palm held, high explosive. Packed with Comp B, the grenade has a 4.2 second fuse that ignites when the handle (or "spoon") leaves the body. The handle is jettisoned by spring when pressure is released. Damage: +400 Blast Radius: Medium-close Restrictions: Good for 1 use. Special: Can be bounced or rolled. Auto-kill those in 1 meter radius. Double damage on a roll of 25+ or when dropped. Cost: $175 White Phosphorus Grenade A palm-held grenade of White Phosphorus, aka WP. It doesn’t have a wide range, but creates enough smoke and heat outside the initial blast zone to create an excellent diversion. Damage: +450 Blast Radius: Medium-close Restrictions: Good for 1 use. Special: Sets target aflame for 4 rounds causing 150 damage per round unless a full round is spent putting it out. Causes lots of hot smoke, disabling thermal vision in the area. Cost: $250 CS Grenade A canister grenade that releases CS gas (tear gas) which afflicts the mucus membranes and causes trouble breathing. A favorite of anti-riot forces. Damage: 0 Blast Radius: Medium-close Restrictions: Good for 1 use. Special: All in blast radius take -5 to all rolls for 2 rounds, unless wearing a gas mask. Cost: $150 Molotov Cocktail A glass bottle of flammable liquid with a rag soaked in whatever your heart desires to burn. Light the rag, toss the bottle, and watch the magic. Damage: +250 Blast Radius: Close Restrictions: Good for 1 use. Special: Sets target aflame for four rounds causing 100 damage per round unless a full round is spent putting the flames out. Cost: $200 Dynamite A stick of trinitrotoluene (TNT). Sold individually, roughly a foot long, red, and easily thrown. Can be wired with conventional fuses or through electronic detonation, they are usually used for demolitions. The more you stack together, the bigger the blasting radius. Damage: +650 Blast Radius: Medium-close; extend range by 1 for each stick. Restrictions: Good for 1 use. Special: None Cost: $400 40mm HE Grenade A 40mm High Explosive grenade with more power than your standard round. These can pack some serious heat. Damage: 300 Blast Radius: Medium-close Restrictions: Good for 1 use. Can only be used with a 40mm Grenade launching weapon. Special: None Cost: $175 40mm Stun Grenade A 40mm version of a standard stun grenade, these come into play when you need more distance than a standard human arm can give - or if you want to break through a few tough windows. Damage: 0 Blast Radius: Medium-close Restrictions: Good for 1 use. Can only be used with a 40mm Grenade launching weapon. Special: Disables all in the blast radius for 1 round. -2 taken to all rolls the following round. Cost: $150 40mm CS Grenade A 40mm grenade that releases chlorobenzylidene malonitrile gas, or CS gas. Damage: 0 Blast Radius: Medium-close Restrictions: Good for 1 use. Can only be used with a 40mm Grenade launching weapon. Special: All in blast radius take -5 to all rolls for 2 rounds unless wearing a gas mask. Cost: $150 Claymore Mine An above-soil land mine tripped by either motion activation, wire, or remotely detonated. Damage: 750 Blast Radius: Medium-close (Cone shaped) Restrictions: Good for 1 use. Special: Shaped charge, will only explode outward (facing front). When detonated via remote, the GM will roll a d500. On a roll of 400+ the mine kills everything in its blast radius. Cost: $250 IFF Claymore A claymore mine, sometimes called the 'Smart Mine'. It's equipped with a small IFF sensor, and when it reads a friendly tag in it's blast radius, it will not detonate. Like all other claymores, these can be remotely activated or set to detonate via trip wire or motion sensor. Damage: 750 Blast Radius: Medium-close (Cone-shaped) Restrictions: Good for 1 use. Special: Shaped charge, will only explode outward (facing front). Will not detonate if 'Friendly' IFF tag is nearby. When detonated, the GM will roll a d500. On a roll of 450+ the mine kills everything in its blast radius. Cost: $375 Cryo Mine Developed by the Varangian forces, surplus stocks flooded the black market after the Mage Wars. They are pressure plate activated, which means weight must first be put on and then taken off the mine before it will detonate. Damage: 200 Blast Radius: Medium-close Restrictions: Good for 1 use. Pressure plate mine; must be first stepped on and then pressure must be removed before it will detonate. Special: Freezes all targets within blast radius for 2 rounds. Cost: $175 C4 A small block of C4, the plastic explosive has a texture like clay - and you can mold it like such. It requires an electronic signal to detonate; impact from gunshots will do nothing, and fire will just melt it and make it burn slowly. Damage: 1000 Blast Radius: 10 Meters per block Restrictions: Good for 1 use. Special: Multiple blocks stack damage. Cost: $500 |