Explosives

If an explosive hits its breaking point, it explodes as its destroyed. Unlike ammunition, grenades are not sold on an unlimited subscription system, and have to be bought individually.

Weapon Type Legality Damage Cost Weight Break Traits
Hex Grenade Medium-tech Small High-explosive Military 1d20+20 Crushing Explosive 400 0.4 kg 15 Radius: 8m
Limpet Grenade Medium-tech Small High-explosive Frag Military 1d20+20 Piercing Explosive 800 0.5 kg 15 Radius: 8m
programmable explosive
sticky +10
EMP Flash Grenade High-tech Small Flash and EMP Enforcement None 1,000 0.5 kg 8 Radius: 4m
flashbang +15
emp burst +15
Stun Grenade Medium-tech Small Concussive Enforcement 1d10 Crushing Explosive 700 0.4 kg 8 Radius: 6m
Stunning Blast +14
Flashfire Grenade High-tech Small Incendiary Military 3d10 Explosive Heat 1,000 0.75 kg 10 Radius: 6m
White Phosphorous Grenade Medium-tech Small Incendiary Smoke Military 4d8 Explosive Heat 1,500 0.75 kg 10 Blast Radius: 5m
Radius: 5m wide x 4m tall
Thermonuclear Grenade High-tech Small Nuclear Explosive Upper Military or Forbidden 5d4x20 Explosive damage 80,000 3 kg 20 Blast Radius: 20m
Spike Grenade
Cryo Grenade
Pipe Bomb
Sting Grenade
Dynamite
Molotov Cocktail

Explosives

Remnants of a Slain God harbadger