Grenades
Grenades are always a popular weapon choice for the warriors of Avernus. They are cheap and effective, and come in a wide variety of types. Presented here are some of the less well known, but still very useful, kinds of grenades that a Ranger (or anyone else) could use on the job.
STUN GRENADE
These grenades are favorites among Rangers and Bounty Hunters who need to "bring 'em back alive", and with anyone who just wants to avoid needless bloodshed. They create an energy discharge similar to an electromagnetic pulse, which interferes with the bioelectric system of humans and most xenogens. When used, roll 1d20 + your successes on the Thrown Weapons skill roll - the target's ST. The Outcome is the number of rounds the target is stunned (automatically goes last in combat, -5 to all skill rolls for duration). On a megasuccess, your target is knocked unconscious. Availability: 7
ELECTROMAGNETIC PULSE GRENADE
These grenades (called EMP grenades for short) generate an intense electromagnetic pulse which can destroy unshielded circuts and data and even temporarily incapacitate shielded systems. All unshielded electronic systems in the blast radius are rendered nonfunctional until they are repaired. Shielded electronic systems are rendered nonfunctional for a number of rounds equal to the Outcome of the Thrown Weapons skill roll. Panzers and Cyborgs are assumed to have military-grade shieding, and are affected as if they were hit by a stun grenade (see above). AVAILABILITY: 3, 1 in Prometheus (plus the death penalty, if you are not a citizen)
WHITE PHOSPHOROUS GRENADE
Wonderful fun against skavengers (and favorites of Promethean Crowd Control Officers) these grenades create clouds of smoke laced with white phosphorous, a substance which burns fiercely and cannot be extinguished without being removed from contact with oxygen. The cloud does 3d6 damage per round of exposure and is initially 3 meters in diameter, expanding 0.5 meters per round for 1d6 rounds. When it finally stops growing, the cloud will persist for 1d6 rounds (assuming clear weather; the Narrator may apply modifiers based on weather conditions). Only fully-covering environmental armor (such as powered armor) or force fields offer any protection against this grenade. AVAILABILITY: 2
NAPALM GRENADES
More incendiary fun. These grenades are filled with an inflammible, sticky fluid which ignites on contact with the air. Anyone hit by this grenade suffers 2d6 damage the first round, and then the same damage with a cumulative -2 per round after that (-2 second round of damage, -4 the third round, and so on). Armor functions at only half value against this damage, unless it is environmentally sealed or treated to be fire-resistant. AVAILABILITY: 2