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Grenades (5k)

One of the most versatile munitions in existence, there seems to be no end to what the lowly grenade can do. You can launch them from a multitude of devices, or if you want that personal touch, you can even throw it or just leave it on someone's doorstep (while you run and hide). Because of this, our respected journalists have managed to up their life insurance and get the current low down on what's in fashion this season.
Unless noted, all grenades listed here are 20mm only.


Basic Rules:
Grenades can either be thrown or launched from a grenade launcher. Whilst in reality a grenade from a launcher is different from a thrown grenade, this article makes no distinction and a grenade can be thrown or launched with no penalties.

Blast radii:
Grenades usually explode when they impact and they usually have a blast zone to account for this. Because they are two methods of determining a blast zones (see here for more details), the descriptions below will mention Inner and Outer blast zones. An inner blast zone is either the target (easy method) or the passive counter (method 2) or 3.5 cm in diameter. The outer blast zone is either the two lane section (easy section) or the inner section of the spin template (method 2) or 8 cm in diameter or 1 space on the range ruler.

HE Damage:
Whilst all grenades explode, they don't all do HE damage. Please note this in the damage listings below - anything not listed with HE does not do HE damage and thus does not give any HE Handling checks.

*:
Many of the following statistics have an *. This refers to the fact that there are many ways of launching a grenade (throwing, hand-held launcher, vehicle mounted launchers) that these stats will vary.


Armour Piercing:
An armour-piercing grenade is designed to punch through armour rather than explode with a large burst radius. As such it has no blast radius but has a greatly improved ability to damage targets that aren't layered with Carbon Plastic armour.
Damage:
    WeaponRangeAccuracyDamage
    AP Grenade**+1 AP

An AP grenade has no burst effect. It may not be thrown.
Cost: $200.

Concussion:
This grenade is designed to stun and disorientate victims rather than kill them. Its main use is in riot control and other forms or non-lethal combat, such as the rescuing or taking of prisoners. Can leave a heavy headache and swelling for quite a while afterwards.
Damage: All those in the inner blast zone must make an immediate stun test with a +3 modifier. On a roll of six, the pedestrian is in fact KO'ed instead. All those who fail the stun test suffer a -2 to all their skills for the rest of the game. Those who pass are still at -1 to their skills for the rest of the game.
Those in the outer blast zone must make a normal stun test.

A concussion grenade doesn't effect those who are behind cover or in vehicles, unless of course, the blast occurs in that vehicle.
Cost: $350.

Flame:
A flame grenade is a one-shot flame-thrower. You don't throw these grenades, instead you point then at your foe and giggle as a gout of flame devours them entirely. Nasty.
Damage:

    WeaponRangeAccuracyDamage
    Flame Grenade2+2+3

A hit from a flame grenade is treated exactly like a hit from a flame-thrower. These grenades cannot be thrown.
Cost: $500.

Fragmentation:
A fragmentation grenade has only a minor explosive charge in it, but instead when it explodes it sends shards of metal and fragments across the blast area. The end result is slightly less damaging, the weapon has a much larger blast than normal.
Damage:

    WeaponRangeAccuracyDamage
    Frag Grenade - inner zone**+2/-1
    Frag Grenade - outer zone**+0/-2

The inner blast zone is equal to the inside of the spin template (or 8 cm diameter or 1 space on the range ruler) whilst the outer blast zone is equal to the whole spin template (or 15 cm in diameter, or just over one and a half spaces on the range ruler). Any vehicles in the blast radius take the damage after the slash.
Cost: $250.

High Explosive (HE):
The old standby grenade, and still the most common type available to the discriminating consumer. The high explosive grenade is simply that, one that explodes with a big bang and a lot of explosive to ruin someone's day.
Damage:

    WeaponRangeAccuracyDamage
    HE Grenade - inner zone**+3 HE
    HE Grenade - outer zone**+0 HE

Cost: $250.

Incendiary:
An incendiary grenade is a nasty piece of work. When it explodes it doesn't spray shrapnel or high explosive, instead it spreads napalm out across its blast zone setting everything alight with flame.
Damage:

    WeaponRangeAccuracyDamage
    Incendiary Grenade - inner zone**+2
    Incendiary Grenade - outer zone**+0

When an incendiary grenade explodes, the inner radius receives a hit like a flame-thrower, everything flammable in this area is now on fire. In the outer zone, everything takes damage but isn't on fire.
Cost: $350.

Phosphor grenade:
A phosphor grenade is one filled with a burning material, leaving behind it a cloud of hot smoke that is harmful to pedestrians as well as providing an obscuring material.
Damage: When fired, this functions as a normal phosphor grenade (see White Line Fever, page 31). Phosphor effects pedestrians as Tear gas, but the effects only apply when the pedestrian is in the phosphor cloud - the effects do not continue on a pedestrian when they leave it as it normally would with tear gas.
Cost: $200.

Rocket Assisted Munitions (RAM):
A RAM grenade is not actually a type of munitions at all, rather it is a device that is designed to increase the range of a standard grenade. It can be loaded in normal (non-rotary) magazines and when fired, the grenade is ejected out the barrel of the weapon as normal, and then a small rocket is ignited which propels the grenade over a much greater distance in a short time.
Damage: A RAM grenade is a direct fire weapon only. It doubles the range of a normal (non-thrown) grenade. Damage is unaffected and unchanged. It may not be used in rotary magazines
Cost: +$200 to a standard grenade cost.

Shot grenade:
The shot grenade is filled with standard gauge shotgun turning it into a 20mm shotgun shell. This can be quite devastating to pedestrians within range.
Damage:

    WeaponRangeAccuracyDamage
    Shot Grenade6+3-1

ALL pedestrian targets that aren't in hard cover up to the maximum range are hit - this includes friends as well as foes. Shot grenades may not be thrown.
Cost: $150.

Smoke grenade:
A smoke grenade is a non-damaging grenade, instead its main use is for concealment. Tossing one of these will produce a cloud of smoke that (hopefully) will make you more difficult to be seen and thus shot at.
Damage: This grenade is aimed at a section, not a target. When this lands, it plants 1 smoke counter in the target section. A miss denotes either a dud grenade or a wildly inaccurate shot which has no effect on game play.
Cost: $50.

Tear gas grenade:
Fired at a section, not a target. When this lands, place a smoke counter in the target section. The gas is treated as a normal smoke counter, but it also has an additional effect. Every unprotected target passing through this cloud has a chance to be effected. Roll 1d6, and apply the following modifiers:

    Target is stationary+1
    Target is pedestrian or not in a vehicle+1
    Target is in Renegade Car (or open vehicle)+0
    Target is in undamaged Interceptor (or sealed vehicle)No effect
    Target is in Interceptor which has been damaged+0
    Target has gas mask-1

If the result is greater than the targets total CON points (or 3 if you're not using the new damage system), then the target is effected. If this is the case, then the target suffers a -2 to all skills and actions, and also moves at half rate until they are out of the effected area and roll a 6 in the end phase of each turn (not including the one in which they are effected). Drivers also must make a 30 mph safety roll per turn that they are effected. Targets in vehicles, on motorbikes or wearing gas masks get to add +1 to the roll as the air conditioning helps to dissipate the effects of the gas.
Damage:
Cost: $100.

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