| A | B | C | D | E | F | G | H | I | J | K | L | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Damage | Price | Extra Effects | AoE (Radius) | |||||||||
2 | Grenades | ||||||||||||
3 | Frag/Metal Apple | 50+2d10 | 80 | None | 20Ft | ||||||||
4 | Incendiary | 35+2d10 | 80 | Inflicts Incendiary Status | 20Ft | ||||||||
5 | Magical Energy | 60+2d10 | 115 | x3 Crit, Ignores 5DT | 15Ft | ||||||||
6 | Matrix Disruption | 15+2d10 | 65 | x2 Damage vs Power Armour/Robots, Crit automatically shuts down | 10Ft | ||||||||
7 | High Explosive | 75+3d10 | 140 | None | 30Ft | ||||||||
8 | Sparkle~Grenade | 90+3d10 | Craft Only | Irradiates the Area | 40Ft | ||||||||
9 | Balefire Egg | 120+4d10 | 250 | Irradiates the area | 60Ft | ||||||||
10 | Concussive | 50+2d10 | 90 | Non-Lethal Damage | 30Ft | ||||||||
11 | Mines | ||||||||||||
12 | Frag | 30+2d10 | 50 | None | 15Ft | ||||||||
13 | Incendiary | 20+2d10 | 50 | Inflicts Incendiary Status | 20Ft | ||||||||
14 | Magical Energy | 40+2d10 | 100 | x3 Crit, Ignores 5DT | 25Ft | ||||||||
15 | Matrix Disruption | 10+2d10 | 40 | x2 Damage vs Power Armour/Robots, Crit automatically shuts down | 10Ft | ||||||||
16 | Bottlecap | 60+3d10 | Craft Only | None | 30Ft | ||||||||
17 | Adv. Bottlecap | 80+3d10 | Craft Only | None | 40Ft | ||||||||
18 | Balefire Mine | 100+4d10 | 200 | Irradiates the area | 50Ft | ||||||||
19 | Concussive | 30+2d10 | 60 | Non-Lethal Damage | 20Ft | ||||||||
20 | Miscellaneous | ||||||||||||
21 | C4 Explosives | 150+4d10 | 300 | Requires Detonator | 20Ft | ||||||||
22 | Dynamite | 40+2d10 | 60 | None | 15Ft | ||||||||
23 | Long Fuse Dynamite | 40+2d10 | 75 | Detonates at End of Combat Sequence | 15Ft | ||||||||
24 | Flashbang | 10+1d10 | 80 | Non-Lethal Damage, 1d4 Perception Damage and -20 to all Skills for 1d6 rounds. End Check for half damage | 20Ft | ||||||||
25 | Gas Bomb/Tear Gas | 100 | 50Ft | ||||||||||
26 | *Note: Enemies in AoE take reduced damage when farther out | ||||||||||||
27 | |||||||||||||
28 | Mad Zebra Bomber DLC | ||||||||||||
29 | Sparkle-Flux Grenade | 60+1d10 | Craft only | x3 Crit, Ignores 5 DT, 35 AP | 25Ft | 3x Sparkle-Flux Cells, 50 Explosives | |||||||
30 | Sparkle-Flux Cluster | 6x60+1d10 | Craft only | x3 Crit, Ignores 5 DT, 35 AP | 25Ft | 18x SFC, 2 Scrap electronics, 1 Duct tape 70 Explosives | essentially throwing six SFC grenades at once | The weapon costs 35 AP to be thrown, and can only be thrown at one target, but the player must make 6d100 rolls to see where the individual grenades go. | |||||
31 | Satchel Charge | 75+3d10 | 125 | Proximity Mine, explodes immediately, 35AP | 30Ft | 25 Lead, 25 Pistol Powder, Scrap Electronics, Sensor Module, 25 Explosives | |||||||
32 | Time Bomb | 75+1d10 | 750 | Explodes at end of attack phase, 25AP | 20Ft | Duct tape, Egg Time, Scrap Electronics, 5x Dynamite, 50 Explosives | |||||||
33 | Time Bomb High Yield | 85+2d10 | 750 | Explodes at end of attack phase, 25AP | 25Ft | Duct tape, Egg Time, Scrap Electronics, 6x Dynamite, 50 Explosives | |||||||
34 | Tin Grenade | 40+1d10 | 25 | Likely to blow yourself up | 15Ft | Duct tape, tin can, 50 Pistol Powder, 25 Explosives | |||||||
35 | Powder Charge | 30+1d10 | 25 | 35AP | 15Ft | Duct tape, 2x Dynamite, Tin Can, Sensor Module, 10 Explosives | |||||||
36 | Powder Charge Effiecent | 30+1d10 | 25 | 35AP | 15Ft | Duct tape, Dynamite, Tin Can, Sensor Module, 10 Explosives | |||||||