Talk:Exalted: Mount Meru Blues
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Grenades
Or: Things You Throw That Go Boom
Generic Grenade Options
Discus: Resource Cost +1, Double Range
Primium Components: Resource Cost +1, may interact with immaterial spirits and demons as if they were material
Normal Grenades
All grenades are speed 6 except for the Blast Pack which is speed 8 (this probably won't matter).
- Fragmentation: Acc +0, Damage 8L (10 yard radius), Range 25, Rate 3, Tags G, Resources *, counts as bullets for bulletproof armor
- Thermobaric: Acc +0, Damage 10L/Trauma 4 (10 yard radius), Range 10, Rate 1, Tags G, Resources ***, environmental hazard
- Plasma: Acc +0, Damage 9L (5 yard radius), Range 25, Rate 3, Tags G, P, Resources ** per 5
- Blast Pack: Accuracy -2, Damage 12L/2 (10 yard radius), Range 5, Rate 1, Tags G, P, Resources ***
- Neural Disruptor: Acc +0, Damage - (5 yard radius), Range 25, Rate 3, Tags G, Resources ** per 5, affected targets must make a difficulty 3 Stamina + Resistance roll or be at +2 difficulty to all actions for 30 minutes.
- Acid: Acc +0, Damage - (5 yard radius), Range 25, Rate 3, Tags G, Resources *, creates an environmental hazard dealing 5L/action, trauma 3.
- Concussion: Acc +0, Damage 10B (5 yard radius), Range 20, Rate 2, Tags G, Resources *
- EMP, Acc +0, Damage 12L (10 yard radius), Range 15, Rate 1, Tags G, P, Resources ***, only damages vehicles and robots
Artifact Grenades
- Exothermic Damping Device: Acc +0, Damage - (20 yard radius), Range 40, Rate 3, Tags G, Artifact **, all non-artifact firearms, energy weapons and explosives in the radius cannot fire or explode, artifact weapons halve range and damage. Field lasts 30 ticks, reusable.
- Essence Screen Projector Sphere: Acc +0, Damage - (20 yard radius), Range 25, Rate 3, Tags G, Artifact **, anyone in the sphere gets a +3 DV cover bonus.
Launchers
Launchers can fire any grenade save blast packs, replacing range and rate with their own stats.
- Break-Action: Acc +1, Damage (Grenade), Range 50, Rate 1, Ammo 1, Resources **
- Revolver: Acc +1, Damage (Grenade), Range 50, Rate 2, Ammo 6, Resources ***, Tags: 2, Min Str. 2
- Automatic: Acc +0, Damage (Grenade), Range 75, Rate 3, Ammo 100, Resources ****, Tags: 2, St, Min Str. 6 (none if on a fixed mount)
- Artifact Grenade Launcher (Eggcaster? No, too silly): Acc +2, Damage (Grenade + 1), Range 100, Rate 3, Ammo 12, Artifact **, Tags: 2
Utility Grenades
- Tanglefoot: Acc +0, Damage N/A, Range 25, Rate 3, Tags G, Resources ** (rechargeable for Resources *)
- Tanglefoot grenades create a short-lived gravity field that makes it extremely difficult to move; everything within 10m has speed reduced by half and jumping becomes impossible except via Charms, which are reduced to one-quarter normal distance. DVs for attacks that originate from inside the field are not penalized as everyone is fighting added gravity; DVs for attacks from outside are halved. The onboard energy cells lasts 10 rounds, but roll 1D every round; on a 1 the grenade discharges early.
- Barrier Flare: Acc +0, Damage N/A, Range 25, Rate 3, Tags G, Resources *** (rechargeable for Resources *)
- Barrier emitters emit a permeable, semitransparent forcefield 5m in diameter that provides defense against bullets and energy weapons, though slow, massy objects (eg, people, cars, etc) are not slowed. Most emit into a hemisperical shape, though some generate a 2-D plane. Any defense against an attack drawing line of sight into or through a barrier gains +1 DV and +4L/4B. Explosive weapons such as rockets or grenades are an exception to this and instead have a -3 external penalty to fire through the barrier. A failed roll mean they detonate upon hitting the barrier and roll as per normal; success means they penetrate and suffer no penalties. Like Tanglefoot grenades, Barrier Flares last 10 rounds, but roll 1D every round; on a 1 or 2 the grenade discharges early.
- Artifact version (**): Instant Assymetric Barriersphere. +6L/6B soak, lasts 10 rounds without failure, friendly attacks do not suffer penalties for drawing line of sight through the barrier.