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EMP Grenade

Grenades come in many forms of effect, and EMP Grenades are designed to target electronic systems. Similar to Ion Grenades in most ways, EMP Grenades can completely shut down relatively weak Tinkers or security systems.

When you make an area attack with an EMP grenade, make a single attack roll and compare the result to the Reflex Defense of every target in the grenade's 2-square burst radius. Tinkers, vehicles, electronic devices, and cybernetically enhanced creatures hit by the grenade take normal ion damage, or half on a miss. If the ion damage dealt by the weapon would reduce a target to 0 hit points (before the ion damage is halved), the target is pushed -5 steps down the condition track and disabled.

Creatures without cybernetics take half of the ion damage on a hit, or no ion damage on a miss, and they suffer no other ill effects.

A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.

Damage: 3d6 [Energy (Ion)]
Weight: .5kgs
Hard Points: 0
Classification: Simple
Range: Thrown
Base Price: 500Cr
Availability: Restricted
Size: Tiny
Special: The EMP grenade is an Area Attack weapon

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Page last modified on April 02, 2016, at 02:34 AM