# Grenades and Thrown Explosives

*The Modern Armory, Firearms, Explosives, and Ammunition for Exodus NDS, 1939 to Today. Source: https://exodusnds.com/sourcebooks/modern-armory/grenades-and-thrown-explosives*

Explosives thrown by hand. Each is used once. Readying one, which includes pulling a pin or lighting a fuse, is a maneuver; throwing it is the attack.

**Range is Short** for nearly everything. The attack is made against the target as normal, at Easy difficulty at Short range.

**Blast** is the point of the family: spend 2 Boons to deal the Blast damage to everyone Engaged with the target. When the throw fails, spend 3 Boons from the failed check to apply the Blast damage to the target and everyone Engaged with it.

**A Calamity on the throw** may be spent by the GM to land the grenade Engaged with the thrower or an ally.

**Skill:** Light Ranged. A Universe may substitute Athletics.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/modern_armory/modern-armory-grenades.jpg">

##### <span class="weapon-bar blast"></span>Fragmentation Grenade
<span class="weapon-aka">Mk 2 pineapple, M67, F1, Mills bomb</span>

<div class="weapon blast">

<span class="dmg">8</span>
<span class="crit">4</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">50</span>
<span class="avail">Military</span>
<span class="type">Blast</span>
<span class="qual">Blast 6, Limited Ammo 1</span>

</div>

A steel body around a bursting charge, with a four-second fuse.

Damage 8 to the target and **Blast 6** to everyone Engaged with it. This is the standard the rest of the chapter is built around.

##### <span class="weapon-bar blast"></span>Stick Grenade
<span class="weapon-aka">Stielhandgranate 24, RGD-33</span>

<div class="weapon blast">

<span class="dmg">7</span>
<span class="crit">4</span>
<span class="range short">Medium</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">50</span>
<span class="avail">Military</span>
<span class="type">Blast</span>
<span class="qual">Blast 5, Limited Ammo 1</span>

</div>

A charge on a wooden handle. The handle is a lever, and it throws farther.

It reaches Medium range, the only hand-thrown explosive that does. It gives up a point of damage and a point of Blast for it.

##### <span class="weapon-bar blast"></span>Concussion Grenade
<span class="weapon-aka">Mk 3 offensive grenade, RG-42 in offensive role</span>

<div class="weapon blast">

<span class="dmg">6</span>
<span class="crit">5</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">60</span>
<span class="avail">Military</span>
<span class="type">Blast</span>
<span class="qual">Blast 4, Concussive 1, Limited Ammo 1</span>

</div>

A thin-cased grenade that kills by blast, not fragments. It is meant to be thrown into a room the thrower is about to enter.

**Concussive 1**: spend 2 Boons and the target is Staggered for a round and cannot take actions. Damage and Blast are lower than a fragmentation grenade's.

##### <span class="weapon-bar blast"></span>Stun Grenade
<span class="weapon-aka">M84 flashbang, G60, Zarya</span>

<div class="weapon blast">

<span class="dmg">6</span>
<span class="crit">—</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">70</span>
<span class="avail">Restricted</span>
<span class="type">Blast</span>
<span class="qual">Stun Damage, Blast 6, Disorient 3, Limited Ammo 1</span>

</div>

A magnesium charge that produces a flash and a report and very little else.

All of its damage is **Stun Damage**, applied to Strain. **Disorient 3** for 2 Boons. It is the standard tool for taking a room with people in it who are wanted alive.

##### <span class="weapon-bar none"></span>Tear Gas Grenade
<span class="weapon-aka">CS and CN canisters, M7A3</span>

<div class="weapon none">

<span class="dmg">3</span>
<span class="crit">—</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">40</span>
<span class="avail">Restricted</span>
<span class="type">—</span>
<span class="qual">Stun Damage, Blast 3, Disorient 3, Limited Ammo 1</span>

</div>

A burning canister that fills a room with irritant smoke.

It deals 3 Stun Damage when it lands and again to anyone who starts a turn in the cloud without a respirator. The cloud covers everything Engaged with the point of impact and lasts three rounds indoors, one outdoors. *The Apothecary* has a fuller Tear Gas entry, with resist checks, gas masks, and other agents for the same canister.

##### <span class="weapon-bar none"></span>Smoke Grenade
<span class="weapon-aka">M18, AN-M8 HC, RDG-2</span>

<div class="weapon none">

<span class="dmg">—</span>
<span class="crit">—</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">30</span>
<span class="avail">Common</span>
<span class="type">—</span>
<span class="qual">Limited Ammo 1</span>

</div>

A canister that burns for about a minute and produces dense coloured or white smoke.

It deals no damage. Attacks into, out of, or through the cloud add 2 Bane Dice. The cloud covers everything Engaged with the point of impact and lasts five rounds in still air.

##### <span class="weapon-bar fire"></span>Incendiary Grenade
<span class="weapon-aka">AN-M14 thermite, white phosphorus M15</span>

<div class="weapon fire">

<span class="dmg">6</span>
<span class="crit">4</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">80</span>
<span class="avail">Military</span>
<span class="type">Fire</span>
<span class="qual">Burn 3, Blast 4, Limited Ammo 1</span>

</div>

Thermite or white phosphorus. It is issued to destroy equipment and it does the same to people.

**Burn 3** on a thrown weapon. Thermite also burns through a lock, an engine block, or a gun breech if it is placed on one and left.

##### <span class="weapon-bar fire"></span>Molotov Cocktail
<span class="weapon-aka">Petrol bomb, improvised firebomb</span>

<div class="weapon fire">

<span class="dmg">4</span>
<span class="crit">5</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">5</span>
<span class="avail">Common</span>
<span class="type">Fire</span>
<span class="qual">Burn 2, Blast 2, Limited Ammo 1, Inaccurate 1, Fragile 1</span>

</div>

A bottle of petrol with a burning rag in the neck.

It costs almost nothing and anyone can make one. **Inaccurate 1** covers throwing a bottle. **Fragile 1**: on a Calamity it breaks in the hand, and the thrower suffers its Burn.

##### <span class="weapon-bar blast"></span>Dynamite Stick
<span class="weapon-aka">Mining and quarry charges, blasting gelatin</span>

<div class="weapon blast">

<span class="dmg">8</span>
<span class="crit">4</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">30</span>
<span class="avail">Restricted</span>
<span class="type">Blast</span>
<span class="qual">Blast 6, Limited Ammo 1, Prepare 1</span>

</div>

A commercial blasting charge with a cap and a length of fuse.

It equals a fragmentation grenade and is bought at a quarry. **Prepare 1** is lighting the fuse.

##### <span class="weapon-bar blast"></span>Pipe Bomb

<img class="framed" src="https://exodusnds.com/assets/sourcebook/modern_armory/modern-armory-powder-store.jpg" alt="Pipe Bomb" loading="lazy">

<span class="weapon-aka">Improvised explosive devices, jam-tin grenades</span>

<div class="weapon blast">

<span class="dmg">7</span>
<span class="crit">4</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">20</span>
<span class="avail">Rare</span>
<span class="type">Blast</span>
<span class="qual">Blast 4, Limited Ammo 1, Prepare 1, Inferior</span>

</div>

A length of pipe packed with whatever was available.

**Inferior**: it generates 1 Bane on the attack and deals 1 less damage than printed. That Bane counts toward running it dry, which for a single-use weapon means it fails to go off.

##### <span class="weapon-bar blast"></span>Dynamite Bundle
<span class="weapon-aka">Geballte Ladung, bundled charges</span>

<div class="weapon blast">

<span class="dmg">12</span>
<span class="crit">3</span>
<span class="range short">Short</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">150</span>
<span class="avail">Restricted</span>
<span class="type">Blast</span>
<span class="qual">Blast 8, Limited Ammo 1, Prepare 1, Cumbersome 2, Siege 2</span>

</div>

Six or seven sticks taped around one cap.

Damage 12 and **Blast 8** at arm-thrown range. It needs Might 2 to throw properly. A thrower at Short range of the target is not Engaged with it and takes nothing; the GM should watch where everyone else is standing.
