Military 40mm Launched Grenades

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Military 40mm Launched Grenades is 40mm grenade launchers are in common military use. There are 12 types of grenade.

Bean Bag

This round is a "bean bag" of gel. It has an effective range of 50 meters, and does 2D6 damage to the target (this is actual bruising tissue damage). Armor stops this damage as normal. The target also has to make a Stun/Shock Save at -5, +1 per full 15 SP of armor that the target's wearing. In addition, the target must make a Difficulty 20+ REF roll to remain standing (the Difficulty drops by 1 per full 100 kg of target weight, so a 1,000 kg powered armor suit is much less likely to be knocked down).

Chemical

This round carries gas or smoke and covers a 10-meter radius with the appropriate chemical. Available in high-velocity version for auto-Gls.

Flash-Bang

A time-delay charge of blasting explosive and flash powder, the flash-bang round acts as a normal flash-bang grenade. All people within 5 meters of the blast (15 meters if indoors) must make a Stun/Shock Save at-2 to avoid being stunned and deafened for 4 turns and a Difficulty 20+ REF test to avoid being blinded for 2 turns. Anti-dazzle protection negates the flash effect and makes the REF test unnecessary. The flash-bang round has a maximum range of 25 meters; if it has not impacted something solid (exploding on impact) by that time, it explodes automatically.

Flechette

This round does 1-3 2D6AP hits to all targets in a line of fire that extends from a point three meters in front of the firer to a distance of 25 meters. This line of fire is 3 meters wide. Just like shotgun blasts, this fire cannot be avoided; anyone in the cylinder of flechettes takes damage.

Grapnel

This round comes in three parts. The propellant charge (5eb.) is breech-loaded into the launcher. The grappling hook (25eb.) is loaded into the muzzle of the launcher, and the line ( 1eb per 20 meters) trails from the hook. The grappling hook and line are so heavy that they cut the effective range in half. The round has a Weapon Accuracy of -2; this is to hit the target If the target is hit, it takes 1D6 blunt damage and the grapple catches on 50% of the time (lower the percentage for smooth areas and raise it for target areas full of projecting objects that the hook can catch).

HE

This round does 7D6 damage in a 5 meter radius. It will not detonate until it has traveled 10 meters from the weapon after firing. Available in high-velocity version for auto-Gls.

HEDP

This round does 4D10AP HEAT damage to the target, and 4D6 damage to all other targets within one meter. Available in high-velocity version for auto-Gls.

HEP

A 40mm version of the 25mm HEP, it is WA -1 , does 7D6 damage (half goes through, half is concussion), and armor is reduced by 5 SP.

Illumination

This round is a flare that illuminates everything within 20 meters of the flare. If it hits a person or other target, it does 1D6 damage per round for 6 turns. It will not detonate until it has traveled 10 meters from the weapon after firing

Net

This capture round shoots a small (2m) net that wraps around the target It has a Weapon Accuracy of -5, an effective range of 25 meters, and does 1D6 damage (from the mass of the net weights striking the target at velocity). A hit has a 50% chance of wrapping the net around a man-sized target, immobilizing the target A Difficulty +25 Strength Feat is necessary to rip free of the net, or the net can be cut off <the netted target has to make a Difficulty +20 REF test to get a cutting tool free; targets with scratchers, rippers or waivers can start cutting immediately>. It takes two combat turns (20 seconds) to cut free of the net.

Splatshell

One of the most unique riot control weapons to ever come down the pike, the SplatShell is a submunitions dispenser of a different sort. Loading 20 16mm splatball rounds into a special sabot (for 30mm/40mm launched grenades), the SplatShell can spray a 10-meter area with your favorite splatballs ... virtually guaranteeing a hit! See CP2020 for splatball effects. The SplatShell is treated ,just like a shotgun blast, but all pattern sizes are doubled (2m at Close range, etc.), and any target will be hit with 1D6+1 splatballs ... which can be of any type, but must be selected ahead of time. Munitions can be mixed ... Referee's discretion as to which types hit whom. Cost is 10eb, plus the cost of the Splatballs.

White Phosphorous

This nasty round throws a cloud of burning white phosphorous. Anyone within 10 meters of the explosion takes 4D6 damage for three turns.

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