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= Grenades and Seekers = Grenades and seeker missiles come in similar munitions packages and with similar trigger mechanisms, though their packaging, physical form, and methods of application differ. Seeker missiles are fired from a seeker launcher using Seeker Weapons skill. Grenades are thrown at targets using Throwing Weapons skill. If a grenade or seeker misses, use the rules for scatter. Grenades are available in standard form or as microgrenades. Similarly, missiles are available in standard, minimissile, or micromissile sizes. Standard grenades and minimissiles are the baseline standard for listed effects. All are area effect weapons. Minigrenades and micromissiles inflict –1d10 damage (or have another decreased effect as noted). Standard missiles double the listed DV. For weapons with a uniform blast effect or other static blast area, divide the base listed radius in half for minigrenades and micromissiles and double it for standard missiles. Listed costs are for 10 grenades/missiles. Each seeker has one smart ammo option other than biter or flayer. '''Concussion:''' These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a –10 action modifier for the rest of that Action Turn. '''[Moderate]''' '''EMP:'''EMP munitions fire off a strong electromagnetic pulse when they “detonate.” Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts. As a result, the primary effect of EMP is to disable radio communications—every radio within range of the blast is reduced to 1/10th the normal range. The base blast radius for EMP is 50 meters. '''[High]''' '''Frag:''' Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. They are resisted with kinetic armor. '''[Moderate]''' '''Gas/Smoke:''' Gas/smoke munitions emit a cloud of their contained substance. Smoke impedes sight by releasing thick fumes upon ignition of the seeker. The smoke can be of any color and is often heated (called thermal smoke) to obfuscate heat signatures moving through the smoke as cover. Note that gases dissipate much more quickly under certain environmental conditions (wind, rain, etc.) '''[Low]''' '''High-Explosive:''' High-explosive seekers and grenades are designed to create a very destructive shock and heat wave. This damage is resisted with energy armor. '''[Moderate]''' '''High-Explosive Armor-Piercing (HEAP):''' A design only available for seekers (not grenades), HEAP warheads use high explosives to blast a path for a penetrating round. HEAPs lose –4 damage per meter distance from the blast, as opposed to the usual –2. '''[Moderate]''' '''Overload:'''Overload grenades and seekers launch an all-out assault on the target’s sensory spectrum. This attack includes blinding by intense flashing light, a deafening thunderclap followed by intense ultrasonic screaming, nausea-inducing malodorants, and infra-sonic frequencies that can trigger unpleasant emotional responses (anxiety, uneasiness, extreme sorrow, nervous feelings of revulsion or fear). For an extra kick, overloads are also packed with “stingballs”—rubber pellets that inflict pain when detonated near an under-armored target. Anyone caught in the base 10-meter blast radius must make a SOM + WIL Test. If they fail, they must immediately leave the area of effect. If they fail with an MoF of 30+, they are incapacitated for 3 Action Turns with disorientation and/or vomiting, after which they must roll again. Overload munitions remain in effect for 1 full minute. Anyone in the area of effect suffers a –30 action modifier, which reduces by 10 per Action Turn after they leave the area. Additionally, anyone facing the direction of the overload round suffers a –10 glare modifier (neutralized by anti-glare systems). '''[Moderate]''' '''Plasmaburst:''' Also called “hellballs,” these munitions release a burst of plasma upon detonation that causes searing heat and fire damage across the area of effect without the devastating shockwaves of explosions that might rebound in an enclosed environment and/or breach a habitat’s infrastructure. '''[High]''' '''Splash:''' Splash rounds spread a contained substance (drug, chemical, nanoswarm, paint) over a base 10-meter blast radius when they detonate. '''[Low plus payload cost]''' '''Thermobaric:''' Thermobaric grenades and seekers utilize a more deadly form of explosion. When they detonate, they disperse a cloud of aerosol explosive over an area and then ignite, literally setting the air on fire, generating a devastating pressure wave, and sucking the oxygen out of the area. Thermobarics use the rules for uniform blast, with a blast radius of 10 meters. '''[High]''' '''Sticky Grenades:''' Sticky grenades have a special coating that when triggered becomes a sticky adhesive, allowing the grenade to be stuck to almost any surface. Sticky grenades can even be wielded in melee combat, smacking them on an opponent to be detonated later. '''[Trivial]''' {| class="wikitable" ! colspan="5" |Grenades and Seekers |- | |'''AP''' |'''DV''' |'''Average DV''' |'''Armor Used To Resist''' |- |Concussion | --- |1d10/2 |5 |E |- |Frag | -4 |3d10+6 |22 |K |- |EMP | --- | --- | --- | --- |- |Gas/Smoke | --- | --- | --- | --- |- |High Explosive | --- |3d10+10 |26 |E |- |HEAP | -8 |3d10+12 |28 |K |- |Overload |(AVx2) |1d10/2 |5 |K |- |Plasmaburst | -6 |3d10+10 |26 |E |- |Splash | --- | --- | --- | --- |- |Thermobaric | -10 |3d10+5 |21 |E |}
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