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Saga Edition RPG Omnibus
Revision as of 04:06, 18 May 2025 by Tenor1411 (talk | contribs)
A grenade is a thrown or launched explosive that—unless explicitly noted otherwise—attacks a 2-square burst radius area and detonates on contact after it is thrown, dealing damage in the same round it is hurled.
     When you make an area attack with a grenade, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s burst radius. Targets you hit take normal damage, and targets you miss take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
Grenade Ranges
Type of Grenade Delivery Point Blank
(No penalty)
Short
(−2 Attack)
Medium
(−5 Attack)
Long
(−10 Attack)
Grenade &
Mortar Launcher
0-50 squares1 51-100 squares 101-250 squares 251-500 squares
Micro Grenade Launcher 0-30 31-60 61-150 151-300
Thrown 0-6 squares 7-8 squares 9-10 squares 11-12 squares
1Mortar launchers cannot fire against point blank range targets.

Grenades

Energy Ball

Simple Weapon

     Saga Edition Core Rulebook, page 129.

     Cost: 20   Weight: 0.25kg   Availability: Licensed, Rare

     Damage: 2d8   Stun: —   Type: Energy  Mode(s) Single

Energy balls are widely used by Gungan military forces as ammunition for the atlatl or cesta, but can be thrown by hand. Energy balls cannot be used as ammunition for any other type of launcher weapon.
     Unlike grenades, energy balls do not have a burst radius and so cannot be used to make area attacks.

Grenade, Adhesive

Simple Weapon

     Knights of the Old Republic, page 67.

     Cost: 200   Weight: 0.5kg   Availability: Restricted

     Damage: 4d6   Stun: —   Type: Energy  Mode(s) Single

Designed as a method of riot control, the adhesive grenade explodes with an incredibly sticky substance that anchors a target to the ground and slowly dissolves so as not to trap targets for long periods of time. Any targets in the blast radius must succeed on a grapple check against the attacker’s ranged attack roll or they will be unable to move. This effect lasts for 3 rounds, and once a character has broken free, they need not make another grapple check to move through the blast radius.

Grenade, Concussion

Simple Weapon

     Rebellion Era Campaign Guide, page 48.

     Cost: 400   Weight: 0.5kg   Availability: Military

     Damage: 8d6   Stun: —   Type: Bludgeoning  Mode(s) Single

Concussion grenades deliver a devastating explosion of kinetic energy—enough to crack bones and jelly internal organs.

Grenade, CryoBan

Simple Weapon

     Knights of the Old Republic, page 69.

     Cost: 500   Weight: 0.5kg   Availability: Restricted

     Damage: 3d6   Stun: —   Type: Energy  Mode(s) Single

Using technology adapted from the carbon freezing process, the CryoBan grenade coats those in its blast radius with supercooled chemicals, causing pain and making movement difficult. If the grenade’s attack roll also beats the target’s Fortitude Defense, the target’s speed is reduced to 2 squares until the end of its next turn.

Grenade, EMP

Simple Weapon

     Clone Wars Campaign Guide, page 62.

     Cost: 500   Weight: 0.5kg   Availability: Restricted

     Damage: 3d6 ion   Stun: —   Type: Energy (ion)  Mode(s) Single

Often referred to by the clone troops of the Republic as “droid poppers,” EMP grenades are similar to ion grenades in most respects. The biggest difference between EMP grenades and standard ion grenades is that they can completely shut down relativley weak droids.
     Make a normal grenade attack (see above). Droids, vehicles, electronic devices, and cybernetically enhanced creatures hit by the grenade take normal ion damage, or half damage on a miss. If the ion damage dealt by the weapon would reduce a target to 0 hit points (before the ion damage is halved), the target is pushed −5 steps down the condition track and disabled.
     Creatures without cybernetics take half of the ion damage on a hit or no damage on a miss, and they suffer no other ill effects.

Grenade, Frag

Simple Weapon

     Saga Edition Core Rulebook, page 128.

     Cost: 200   Weight: 0.5kg   Availability: Military

     Damage: 4d6   Stun: —   Type: Slashing  Mode(s) Single

The standard fragmentation grenade unleashes metal shrapnel with explosive force, slicing up anyone within the 2-square burst radius. It is designed to explode on contact after it is thrown, dealing damage in the same turn that it is hurled.

Grenade, Gas

Simple Weapon

     Rebellion Era Campaign Guide, page 49.

     Cost: 250   Weight: 0.5kg   Availability: Military

     Damage: 4d6   Stun: —   Type: —  Mode(s) Single

Gas grenades deploy an airborne chemical agent that can render unprotected creatures unconscious.
     When you make an attack with a gas grenade, you make a single attack roll and compare it to the Fortitude Defense of every target within the grenade’s 4-square blast radius. Creatures hit by the attack move −2 steps on the condition track (−1 step if the target has Evasion). If the attack misses, there is no effect on any target. Creatures protected from atmospheric hazards are unaffected by the attack of a gas grenade.
     Additionally, the area of the blast is filled with gas, providing concealment to all creatures within the blast area whether or not a creature is affected by the initial blast; likewise, all targets outside the blast area have concealment from any creature within the blast area. The gas persists until the end of the attacker’s next turn, at which point it dissipates.

Grenade, Ion

Simple Weapon

     Saga Edition Core Rulebook, page 129.

     Cost: 250   Weight: 0.5kg   Availability: Restricted

     Damage: 4d6 ion   Stun: —   Type: Energy (ion)  Mode(s) Single

When the object of a mission is to capture droids or vehicles, mercenary units, miltary personnel, and local law enforcement agencies use ion grenades. The standard ion grenade unleashes a brief electrostatic pulse that disables droids, electronic devices, and vehicles within its 2-square burst radius. It is designed to explode on contact after it is thrown, effectively dealing damage in the same round it is hurled.
     When you make an area attack with an ion grenade, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s burst radius. Droids, vehicles, electronic devices, and cybernetically enhanced creatures you hit take normal damage, and those you miss take half damage. In addition, the ion damage has a chance of pushing such targets down the condition track (see Ion Damage). Creatures without cybernetics take half of the ion damage on a hit or no damage on a miss, and they suffer no other ill effects. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
     See also: Ion Weapons.

Grenade, Radiation

Simple Weapon

     Galaxy at War, page 39.

     Cost: 500   Weight: 0.5kg   Availability: Illegal

     Damage: 3d8   Stun: —   Type: Energy  Mode(s) Single

Banned by all but the most depraved or desperate armies, the radiation grenade releases a clud of radioactive particles that sicken any character unfortunate enough to be exposed to them. A radiation grenade explodes in a burst of light smoke affecting everything within the 2-square burst radius.
     Any target who takes damage from the grenade also takes the effect of exposure to radiation. The radiation grenade is treated as Moderate radiation for the purposes of damage and Treat Injury checks.

Grenade, Remote

Simple Weapon

     Knights of the Old Republic, page 180.

     Cost: 300   Weight: 0.5kg   Availability: Restricted

     Damage: 4d6   Stun: —   Type: Energy  Mode(s) Single

A scaled-down version of a system used in mining and industrial demolitions, these grenades are programmable for remote detonation using a handheld 100-credit detonator also sold by the manufacturer. Safety features prevent the remot detonation of deployed grenades within 100 meters of the transmitter, under all circumstances.

Grenade, Smoke

Simple Weapon

     Galaxy at War, page 39.

     Cost: 100   Weight: 0.5kg   Availability: Restricted

     Damage: —   Stun: —   Type: —  Mode(s) Single

A smoke grenade produces a cloud of obscuring fog that blocks sight. Smoke grenades come in a variety of colors, making them useful as a signaling method to mark aerial attacks or call for evacuation. Smoke grenades fill a 2-square burst radius with thick smoke that provides concealment and creates a smoke hazard within the area. This cloud lasts for 10 rounds.

Grenade, Stun

Simple Weapon

     Saga Edition Core Rulebook, page 129.

     Cost: 250   Weight: 0.5kg   Availability: Restricted

     Damage: —   Stun: 4d6   Type: Energy  Mode(s) Single

When the object of a mission is to detain or subdue rather then kill, mercenary units, miltary personnel, and local law enforcement agencies use stun grenades. The standard stun grenade unleashes concussive energy that knock out creatures within its 2-square burst radius. It is designed to explode on contact after it is thrown, effectively dealing damage in the same round it is hurled.
     When you make an area attack with a stun grenade, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s burst radius. Creatures you hit take normal stun damage, and those you miss take half stun damage. In addition, the stun damage has a chance of pushing targeted creatures down the condition track (see Stun Damage). A target with the Evasion talent takes half stun damage from a successful attack and no stun damage if the attack misses its Reflex Defense.
     Droids, vehicles, and objects are immune to stun damage.
     See also: Stun Weapons.

Thermal Detonator

Simple Weapon

     Saga Edition Core Rulebook, page 130.

     Cost: 2,000   Weight: 1kg   Availability: Illegal

     Damage: 8d6   Stun: —   Type: Energy  Mode(s) Single

The thermal detonator is a fist-sized sphere containing baradium, a powerful explosive. Outlawed throughout known space except for highly regulated demolitions professionals, the thermal detonator produces a fusion reaction that generates a rapidly expanding field of searing heast and blast energy. Disguised as a bounty hunter, Princess Leia threatened Jabba with a thermal detonator at the beginning of Episode V: Return of the Jedi.
     A thermal detonator’s timer can be set for 6 seconds (1 round) to as high as an 18-second delay (3 rounds), counting down until it explodes or is reset to tis safe position.
     Thermal detonators have a 4-square burst radius.
     Inaccurate Weapon: This weapon cannot fire at targets at long range.

Launchers

Grenade Launcher

Heavy Weapon

     Saga Edition Core Rulebook, page 129.

     Cost: 500   Weight: 5kg   Availability: Military

     Damage: Special   Stun: Special   Type: Varies  Mode(s) Single

Grenade launchers are military weapons that greatly improve the range of grenades. Grenades fired by grenade launchers always explode on impact, regardless of timers or other considerations. The type of grenade used determines the damage, type, and burst radius. Grenade launchers cannot be used to hurl thermal detonators because these devices are simply to big and heavy (although some larger grenade mortars can hurl thermal detonators as well).
     A grenade launcher holds four grenades and has to be reloaded as a full-round action. A grenade launcher can be mounted on a rifle (this takes 1 minute and requires a DC 15 Mechanics check) or used as a separate weapon.
     Inaccurate Weapon: This weapon cannot fire at targets at long range.

Micro Grenade Launcher

Rifle

     Scum and Villainy, page 50.

     Cost: 2,500   Weight: 3kg   Availability: Illegal

     Damage: Special   Stun: Special   Type: Varies  Mode(s) Single

The Locris Syndicates MGL-1 micro grenade launcher is a small, portable weapon that can deliver miniaturized grenades quickly and with a minimal amount of training. Unlike other grenade launchers, this weapon is classified as a rifle for the manner in which it is used. A micor grenade launcher fires micro grenades, which act as normal grenades but are somewhat smaller. Micro grenades follow all the normal rules for each type of grenade, but deal −2 dice of damage on a successful hit.
     A micro grenade launcher holds four micro grenades and has to be reloaded as a full-round action. A micro grenade launcher can be mounted on a rifle (this takes 1 minute and requires a DC 15 Mechanics check) or used as a separate weapon.

Mortar Launcher

Heavy Weapon

     Galaxy at War, page 40.

     Cost: 2,500   Weight: 3kg   Availability: Illegal

     Damage: Special   Stun: Special   Type: Varies  Mode(s) Single

The Merr-Sonn MobileMortar-3 is typical of mortar launchers wielded by soldiers. The mortar launcher is popular with insurgents, partisans, and other underdog armies because of its ease of use, low cost, and ability to drop shells on the enemy from behind cover and at a distance. The mortar launcher consists of a tuble, a tripod, and a magazine along with a built-in computer that adjusts for wind and other environmental factors. The magazine holds five shells and allows the mortar to automatically reload after every shot. Alternatively, the wielder can drop a single shell down the open tube, and the powerful electromagnet at the base launches the shell.
     When you launch a mortar at a target, you can treat the weapon’s point of origin as being 20 squares in the air for the purposes of determining line of sight and cover. Mortar Launchers fire mortar shells, which are statistically identical to grenades.
     Arc Weapon: This weapon cannot fire at targets at point blank range.
     Area attack weapon