Explosives are useful for many different uses, and now thanks to science explosives have became MORE useful for all sorts of uses. There are smoke grenades that are different color and can hinder the enemy's sight and mental state. There are special grenades that do special things other than just explode. However even with the special grenades sometimes you just need enough boom for some tasks. Then if you aim not to kill anyone, there's the nonlethal grenades.
Stats
Name: Smoke
Damage: Nonlethal
Critical: None
Type: Thrown
Weight: 0.5 LBs
Cost: $25
Note: Hinders sight of the enemy with smoke.
Name: Smoke Colored
Damage: Nonlethal
Critical: None
Type: Thrown
Weight: 0.5 LBs
Cost: $25
Note: Hinders sight of the enemy with different colors of smoke. Different colors are green, red, blue, yellow, and black.
Name: Focus Grenade (Green) Rage Grenade (Red) Sorrow Grenade (Blue) Joy Grenade (Yellow) Fear Grenade (White) Pain Grenade (Black)
Damage: Nonlethal ( 2D20 nonlethal damage for Pain Grenade )
Critical: X2 (x4 for Pain Grenade)
Type: Thrown
Weight: 0.5 LBs
Cost: $40 ( $100 for Pain Grenade)
Note: Mental Grenades can give you an advantage in battle with your teammates, but the chemicals inside the smoke don't know the difference between friend and foe and can give the enemy an advantage as well.
The Focus Grenade helps your team focus better. Increasing their base attack bonus by your level. Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Rage Grenade makes enemies lose control of their rage and will attack anyone in their confusion. ( This can be helpful for Barbarian classes ). However when in a rage state, the enemy's damage deals double. Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Sorrow Grenade makes enemies have great sadness and greatly lowers their base attack bonus and AC by half. This is best used going into battle, but if the grenade is released near you or your teammates you will suffer the effects. Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Joy Grenade makes your team mates feel happy and more confidant in what they do. This gives your team mates their AC rise by half of your level (AC is an odd number, increases the exposed persons AC by the odd number. Example = AC of 19, 7 or 3, raises the exposed persons AC by 19, 7 or 3). Enemies can also be given this boost. Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Fear grenade lower their base attack bonus by the thrower's level. In a fear state the exposed will have to fight their tendencies to run away (Rolling CON every time they have to fight.) Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Pain grenade gives non-existent pain that is so great will make the enemy stop in their tracks completely as they are in a great deal of pain. Since the pain is so great, it deals non-lethal damage to the exposed. Once the nonlethal damage surpasses their health points the person exposed, they will pass out. Roll 1D6 for how long the Pain Grenade's chemicals remain, rolling a 1D20 and getting anything above a 15 will make the effects prolonged. An enemy or player can fight against the chemicals by rolling CON, but must be re-rolled for every action they do. Walking, fighting, decision making.
Name: Acid Bang (Green) Blood Bang (Red) Suffocation Bang (Blue) Incendiary (Yellow) White Phosphorous (White) Anti-Armor (Black)
Damage: 1D20 (4D20 for White Phosphorous)
Critical: X2 (x4 for White Phosphorous)
Type: Thrown
Weight: 0.5 LBs
Cost: $50 ( $100 for Anti-Armor $250 for White Phosphorous)
Note: Special Lethal Grenades have different qualities that differ themselves form regular grenades. Some of them damage in means of a fluid, sucking the oxygen out of the area or constantly burn. Range is 5 yards. 10 for White Phosphorous.
Acid Bangs are grenades that once thrown they spray acid in a 5 yard radius, and remain there for 1D4 rounds. When someone is exposed to the acid, it sticks to their body and keeps damaging them until the acid evaporates.
Blood Bangs are interesting grenades, once thrown they release these tiny robots that are inside a red mist that is released by the grenade. The robots suck the life out of those who are exposed, and then quickly return to sender to heal them. Robots remain functioning for 1D4 rounds, and take half a round to return to sender then back to suck more life out of an enemy.
Suffocation Bangs are a new way to take enemies out silently. They don't explode, instead they open up and release chemicals that remove the oxygen in a 5 yard radius. The grenades remain functioning for four rounds, during that time those who are in range take 1D20 damage from choking to death.
Incendiary grenades release fire in a 5 yard radius. Upon contact to the floor they release chemicals to spread an instant fire that lasts for 1D4 rounds and damages those in rage for 1D20 from burn damage.
White Phosphorous is like the Incendiary grenade, except it burns much more bright and hot and lasts twice as long. Upon throwing this, it has a wide range of 10 yards, and a damage of 4D20 per 1D8 rounds.
Anti-Armor Grenades ignore AC, giving direct damage to those who are in range.
Name: Fragmentation Grenade (Green) High Explosive Grenade (Red) Sticky Stick Grenade (Blue)
Damage: 1D20 (2D20 for High Explosive)
Critical: X2 (X4 for High Explosive)
Type: Thrown
Weight: 0.5 LBs
Cost: $20 ($40 for High Explosive)
Note: Standard grenades, they blow up or blow up or stick THEN blow up. Range of five yards, except for High Explosive which has fifteen.
Fragmentation Grenade, standard grenade with a four second fuse.
High Explosive Grenade, throw and RUN! This thing has double damage, critical, and 15 yard range.
Sticky Stick Grenades are grenades made to stick to targets with the same power as a regular frag. Styled after the WWI-WWII German Grenade, they function just the same with a safety handle and have a super-sticky coating which is covered by a plastic that is removed before throwing it. Once the plastic is removed, that's the safety pin.
Name: Sting Grenade (Green) Multi-Bang (Red) Flashbang (Blue) Nine-Bang (Yellow) Stun (White) Jammer (Black)
Damage: Nonlethal
Critical: X2
Type: Thrown
Weight: 0.5 LBs
Cost: $10 ($25 for Multi-Bang, $50 for Nine-Bang. )
Note: Nonlethal grenades, with many uses to keeping enemies occupied, stunned or making electronics useless for a period of time. All have base range of five yards, except the jammer which has a range of twenty yards.
The Sting Grenade is great for crowd control and will make enemies spread out. Once detonated they fire a ton of rubber balls which bounce and fire out of the grenade at high speeds of a bullet to cause great singing to unprotected skin.
The Multi-Bang is much like the Flashbang, using bright light and deafening blast to disorient enemies. The Multi-Bang functions by rolling a 2D4 to see how many times it flashes. Stun effects last for 1D4 rounds.
The Flashbang uses a bright light and deafening blast to disorient enemies. One flash, stunned effects last for 1D4 rounds
The Nine-Bang is a guarantee that nine bangs and flashes go off. Stunned effects last for 1D6 rounds. Long series of bangs make it last two rounds.
Stun Grenades when they are set off send tremors in the body to slow enemies down. Speed reduced by half, lasts for 1D4 rounds.
Jammer Grenades are used to jam electronics, this include robots. If it needs a circuit board or it's not organic it's out for a period of time. Jammers send blocking signals to stop electronics, lasts for 1D6 rounds.
Name: Bouncing Betty (Blank) Acid-Betty (Green) Blood-Betty (Red) Choke-Betty (Blue) Fire-Betty (Yellow) Stun-Betty (White) Black Betty (Black and not in image)
Damage: 3D20 ( 9D20 for Black Betty)
Critical: X3
Type: Placed, trip.
Weight: 2.5 LBs
Cost: $150 ($300 for Blood-Betty $600 for Black Betty. )
Note: The Bouncing Betty or S-Mine is a land mine that once it is tripped it launches multiple explosives all around it. Different types of Betties make the land mine behave differently. The most lethal Betty is the Black Betty. Has explosive range of ten yards, Black Betty has thirty yards.
Blank Bouncing Betty, standard Betty.
Stun-Betty, is a nonlethal Betty, uses same stats as the Stun Grenade.
Acid-Betty, behaves just the same as the Acid Bang with 3D20 damage over 1D4 rounds time of constant acid burn.
Blood-Betty, behaves just like same as the Blood Bang with 3D20 health leech over 1D4 rounds time of life draining bots going back and fourth healing the placer.
Choke-Betty, behaves just like the same as the Suffocation Bang, with 3D20 suffocation damage over 1D4 rounds time of oxygen being removed.
Fire-Betty, behaves just like the incendiary grenade, with 3D20 fire damage over 1D4 rounds time.
Black Betty, WHOA BLACK BETTY! BAM-BA-LAM! This Betty is three times more deadly and is loaded with explosives. This mine is meant to take down more than just enemies, this babe has the potency to take down artillery.
Name: Claymore (Blank) Acid-More (Green) Blood-More (Red) Choke-More (Blue) Fire-More (Yellow) Stun-More (White)
Damage: 3D20
Critical: X3
Type: Placed, motion.
Weight: 2.5 LBs
Cost: $150
Note: The Claymore is a mine that once tripped it sets of an explosion that sends hundreds of pellets in a 180 degree angle from the motion sensor and an effective range of five yards to trip, twenty when detonated. Different Claymores behave differently, but have same functions to the Bouncing Betty in it's different types.
Name: Satchel Charge (Blank) Acid-Charge (Green) Blood-Charge (Red) Choke-Charge (Blue) Fire-Charge (Yellow) Stun-Charge (White)
Damage: 3D20
Critical: X5
Type: Placed, Remote.
Weight: 3.0 LBs
Cost: $300
Note: Satchel Charge, a bag literally filled to bursting of explosives. Set off by a remote. The difference between the charges and the other explosives, is that the Satchel Charges have a great chance to liquefy enemies. Giving a high critical chance. Behaves the same as the Bouncing Betties in their different types.
Art by Gliz_Caldo
Stats based off of the Dungeons and Dragons 3.5 Player Handbook.
Other stats founded by researching.
Well screw me running that's a lot said there! As you can tell I was kinda lazy at the end. Might elaborate another, month. There was a lot of work put into this in the images and describing their functions. Also this is what I came up with when it came to modernizing weapons for Dungeons and Dragons or other role-plays. Please tell me if you are going to use these, I like to know who is using them and I might want to join in. ;)
Stats
GrenadesSmokeName: Smoke
Damage: Nonlethal
Critical: None
Type: Thrown
Weight: 0.5 LBs
Cost: $25
Note: Hinders sight of the enemy with smoke.
Name: Smoke Colored
Damage: Nonlethal
Critical: None
Type: Thrown
Weight: 0.5 LBs
Cost: $25
Note: Hinders sight of the enemy with different colors of smoke. Different colors are green, red, blue, yellow, and black.
Mental GrenadeName: Focus Grenade (Green) Rage Grenade (Red) Sorrow Grenade (Blue) Joy Grenade (Yellow) Fear Grenade (White) Pain Grenade (Black)
Damage: Nonlethal ( 2D20 nonlethal damage for Pain Grenade )
Critical: X2 (x4 for Pain Grenade)
Type: Thrown
Weight: 0.5 LBs
Cost: $40 ( $100 for Pain Grenade)
Note: Mental Grenades can give you an advantage in battle with your teammates, but the chemicals inside the smoke don't know the difference between friend and foe and can give the enemy an advantage as well.
The Focus Grenade helps your team focus better. Increasing their base attack bonus by your level. Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Rage Grenade makes enemies lose control of their rage and will attack anyone in their confusion. ( This can be helpful for Barbarian classes ). However when in a rage state, the enemy's damage deals double. Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Sorrow Grenade makes enemies have great sadness and greatly lowers their base attack bonus and AC by half. This is best used going into battle, but if the grenade is released near you or your teammates you will suffer the effects. Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Joy Grenade makes your team mates feel happy and more confidant in what they do. This gives your team mates their AC rise by half of your level (AC is an odd number, increases the exposed persons AC by the odd number. Example = AC of 19, 7 or 3, raises the exposed persons AC by 19, 7 or 3). Enemies can also be given this boost. Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Fear grenade lower their base attack bonus by the thrower's level. In a fear state the exposed will have to fight their tendencies to run away (Rolling CON every time they have to fight.) Rolling a 1D4 sees how long the effects last. Rolling a 1D20 and getting a natural 20 will prolong the effects twice as long.
The Pain grenade gives non-existent pain that is so great will make the enemy stop in their tracks completely as they are in a great deal of pain. Since the pain is so great, it deals non-lethal damage to the exposed. Once the nonlethal damage surpasses their health points the person exposed, they will pass out. Roll 1D6 for how long the Pain Grenade's chemicals remain, rolling a 1D20 and getting anything above a 15 will make the effects prolonged. An enemy or player can fight against the chemicals by rolling CON, but must be re-rolled for every action they do. Walking, fighting, decision making.
Special LethalName: Acid Bang (Green) Blood Bang (Red) Suffocation Bang (Blue) Incendiary (Yellow) White Phosphorous (White) Anti-Armor (Black)
Damage: 1D20 (4D20 for White Phosphorous)
Critical: X2 (x4 for White Phosphorous)
Type: Thrown
Weight: 0.5 LBs
Cost: $50 ( $100 for Anti-Armor $250 for White Phosphorous)
Note: Special Lethal Grenades have different qualities that differ themselves form regular grenades. Some of them damage in means of a fluid, sucking the oxygen out of the area or constantly burn. Range is 5 yards. 10 for White Phosphorous.
Acid Bangs are grenades that once thrown they spray acid in a 5 yard radius, and remain there for 1D4 rounds. When someone is exposed to the acid, it sticks to their body and keeps damaging them until the acid evaporates.
Blood Bangs are interesting grenades, once thrown they release these tiny robots that are inside a red mist that is released by the grenade. The robots suck the life out of those who are exposed, and then quickly return to sender to heal them. Robots remain functioning for 1D4 rounds, and take half a round to return to sender then back to suck more life out of an enemy.
Suffocation Bangs are a new way to take enemies out silently. They don't explode, instead they open up and release chemicals that remove the oxygen in a 5 yard radius. The grenades remain functioning for four rounds, during that time those who are in range take 1D20 damage from choking to death.
Incendiary grenades release fire in a 5 yard radius. Upon contact to the floor they release chemicals to spread an instant fire that lasts for 1D4 rounds and damages those in rage for 1D20 from burn damage.
White Phosphorous is like the Incendiary grenade, except it burns much more bright and hot and lasts twice as long. Upon throwing this, it has a wide range of 10 yards, and a damage of 4D20 per 1D8 rounds.
Anti-Armor Grenades ignore AC, giving direct damage to those who are in range.
LethalName: Fragmentation Grenade (Green) High Explosive Grenade (Red) Sticky Stick Grenade (Blue)
Damage: 1D20 (2D20 for High Explosive)
Critical: X2 (X4 for High Explosive)
Type: Thrown
Weight: 0.5 LBs
Cost: $20 ($40 for High Explosive)
Note: Standard grenades, they blow up or blow up or stick THEN blow up. Range of five yards, except for High Explosive which has fifteen.
Fragmentation Grenade, standard grenade with a four second fuse.
High Explosive Grenade, throw and RUN! This thing has double damage, critical, and 15 yard range.
Sticky Stick Grenades are grenades made to stick to targets with the same power as a regular frag. Styled after the WWI-WWII German Grenade, they function just the same with a safety handle and have a super-sticky coating which is covered by a plastic that is removed before throwing it. Once the plastic is removed, that's the safety pin.
Nonlethal GrenadesName: Sting Grenade (Green) Multi-Bang (Red) Flashbang (Blue) Nine-Bang (Yellow) Stun (White) Jammer (Black)
Damage: Nonlethal
Critical: X2
Type: Thrown
Weight: 0.5 LBs
Cost: $10 ($25 for Multi-Bang, $50 for Nine-Bang. )
Note: Nonlethal grenades, with many uses to keeping enemies occupied, stunned or making electronics useless for a period of time. All have base range of five yards, except the jammer which has a range of twenty yards.
The Sting Grenade is great for crowd control and will make enemies spread out. Once detonated they fire a ton of rubber balls which bounce and fire out of the grenade at high speeds of a bullet to cause great singing to unprotected skin.
The Multi-Bang is much like the Flashbang, using bright light and deafening blast to disorient enemies. The Multi-Bang functions by rolling a 2D4 to see how many times it flashes. Stun effects last for 1D4 rounds.
The Flashbang uses a bright light and deafening blast to disorient enemies. One flash, stunned effects last for 1D4 rounds
The Nine-Bang is a guarantee that nine bangs and flashes go off. Stunned effects last for 1D6 rounds. Long series of bangs make it last two rounds.
Stun Grenades when they are set off send tremors in the body to slow enemies down. Speed reduced by half, lasts for 1D4 rounds.
Jammer Grenades are used to jam electronics, this include robots. If it needs a circuit board or it's not organic it's out for a period of time. Jammers send blocking signals to stop electronics, lasts for 1D6 rounds.
MinesName: Bouncing Betty (Blank) Acid-Betty (Green) Blood-Betty (Red) Choke-Betty (Blue) Fire-Betty (Yellow) Stun-Betty (White) Black Betty (Black and not in image)
Damage: 3D20 ( 9D20 for Black Betty)
Critical: X3
Type: Placed, trip.
Weight: 2.5 LBs
Cost: $150 ($300 for Blood-Betty $600 for Black Betty. )
Note: The Bouncing Betty or S-Mine is a land mine that once it is tripped it launches multiple explosives all around it. Different types of Betties make the land mine behave differently. The most lethal Betty is the Black Betty. Has explosive range of ten yards, Black Betty has thirty yards.
Blank Bouncing Betty, standard Betty.
Stun-Betty, is a nonlethal Betty, uses same stats as the Stun Grenade.
Acid-Betty, behaves just the same as the Acid Bang with 3D20 damage over 1D4 rounds time of constant acid burn.
Blood-Betty, behaves just like same as the Blood Bang with 3D20 health leech over 1D4 rounds time of life draining bots going back and fourth healing the placer.
Choke-Betty, behaves just like the same as the Suffocation Bang, with 3D20 suffocation damage over 1D4 rounds time of oxygen being removed.
Fire-Betty, behaves just like the incendiary grenade, with 3D20 fire damage over 1D4 rounds time.
Black Betty, WHOA BLACK BETTY! BAM-BA-LAM! This Betty is three times more deadly and is loaded with explosives. This mine is meant to take down more than just enemies, this babe has the potency to take down artillery.
Name: Claymore (Blank) Acid-More (Green) Blood-More (Red) Choke-More (Blue) Fire-More (Yellow) Stun-More (White)
Damage: 3D20
Critical: X3
Type: Placed, motion.
Weight: 2.5 LBs
Cost: $150
Note: The Claymore is a mine that once tripped it sets of an explosion that sends hundreds of pellets in a 180 degree angle from the motion sensor and an effective range of five yards to trip, twenty when detonated. Different Claymores behave differently, but have same functions to the Bouncing Betty in it's different types.
Name: Satchel Charge (Blank) Acid-Charge (Green) Blood-Charge (Red) Choke-Charge (Blue) Fire-Charge (Yellow) Stun-Charge (White)
Damage: 3D20
Critical: X5
Type: Placed, Remote.
Weight: 3.0 LBs
Cost: $300
Note: Satchel Charge, a bag literally filled to bursting of explosives. Set off by a remote. The difference between the charges and the other explosives, is that the Satchel Charges have a great chance to liquefy enemies. Giving a high critical chance. Behaves the same as the Bouncing Betties in their different types.
Art by Gliz_Caldo
Stats based off of the Dungeons and Dragons 3.5 Player Handbook.
Other stats founded by researching.
_________Well screw me running that's a lot said there! As you can tell I was kinda lazy at the end. Might elaborate another, month. There was a lot of work put into this in the images and describing their functions. Also this is what I came up with when it came to modernizing weapons for Dungeons and Dragons or other role-plays. Please tell me if you are going to use these, I like to know who is using them and I might want to join in. ;)
Category All / All
Species Unspecified / Any
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File Size 70.7 kB
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