AW: Brauche Schadensangaben für die Granatentypen
Dem OP lässt sich entnehmen das du mit Englisch kein problem hast, also:
Type ; Burst/Damage ; Price
HEP; -/5D6; 30$
Damage is 1/2 real, 1 /2 slun only; armor has no effect and is damaged 2 levels.
Incendiary; 15m/4d6-2d6-1d6; 30$
4D6 first turn, 2D6 second turn, 1D6 third turn; flammables in 1 m radius burn. Soft armors reduced by two levels/hit.
Offensive Frag; 10m/5D6; 25$
Reduced explosive; safer for use in right confines (like room$, hallways, etc).
Defensive Frag; 15m/2D6+1; 20$
High-explosive fragmentation; very messy in closed areas.
Smoke/Tear Gas; 15m/varies; 20$
See CP rules for clouds; Tear Gas causes tearing & -2 REF, Smoke can't be seen thru.
Concussion; 12m/3D6; 15$
- 3D6 damage is stun only, armor protects at only 1 /3 effectiveness.
Flash Bomb; 5m/-4REF/Awa; 15$
1/2 Stun Save per person with -4 to REF & Awareness for 5 turns.
Frisbee Grenade 65$
Introduced at the Paris Weapons Exposition by Fabrique Europa Nationale. These hand grenades have a liquid explosive filler in a aerodynamically saucer-shaped (4.5" dia. x 0.6" thick) grenade body (+2 to Athletics skill). Arming the grenade is achieved by turning the trigger button clockwise. Pressing the same button will allow a six second delay before detonation occurs. One hundred-sixty hardened steel pellets create a zone of fragmentation fifteen meters in diameter (Damage 2D6+3). This grenade has a rubber edge to allow the user to carom it off objects. Because of the way one throws the grenade, colorful nicknames such as "Frisbee 0' Death" and "Perforation-Puck" are often used to describe this product
EMP Grenade 200$
Are you a fifty kilo weakling? The metal dweeb next door won't tone down his chip box? Is your action being electromusded by some borgboy in a bad thousand-yen suit? Put that chipped beef on toast with this "soon to be patented" Veg-o-matic Electromagpulse Grenade. Manually or remotely detonated, this munition will produce an electromagnetic pulse with a very limited range (approx. 10m dia.) that will scramble electrons, wipe chip memory, and teach any chromedome how to do the Dying Cockroach. If you're interested in this or any other electronic marvels, lay a query line at Night City's Boogie Board for the "The Great Neeso".
Note: We received a single EMP Grenade for testing along with payment for this ad. The instructions claim that when detonated, the grenade does not explode, but fuses its internal mechanism five seconds after arming. We tested the grenade among a group of volunteers from the shipping dept. and found that the more heavily augmented a person was, the longer it took for the effects to wear off. We estimate that internal cyberware came back on line in about four minutes and cyberlimb functions were regained in about ten minutes. Even a person with no cyberwear whatsoever will have orientation loss for obout ten seconds. MRAM chips ore totally lost unless shielded against EMP but our shipping manager's augmentation was unaffected, due in port to its L-5 origins.
Und noch was ganz besonderes.
URBAN TECHNOLOGIES SLASHER 75$
Another lethal toy from the madmen at Urban Technologies! They've come up with an antipersonnel shell (available in 12or 10ga, 25mm, 30mm,and 40mm shells) that strings monowire between two specially-weighted dugs. As the slugs travel, they spread apart, pulling the monowire taut and slicing everything that passes between them in half!
The Slasher delivers a single attack if it hits, doing 4d6 damage at 1 /3 armor SP. The only difference is the length of the monowire.. .the 12/10ga has a 1 m wire, while larger shells have longer wires (25mm=2m, 30mm=2.5m, 40mm=3m wire). The shell can attack any target in that area, similar to a shotgun blast.
Ich hoffe das reicht erst mal. Vielleicht poste ich nacher noch etwas mehr.