| A |  | B | C | D | E | F | G | H | I | J | K | L
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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 |  |  |