The Stellar Armory · Chapter 9

Ordnance

Grenades, launchers, missiles, and charges. Most deal Blast damage.

Throwing a grenade is a Light Ranged attack at Short range. Readying it is a maneuver. Each is used once.

Blast X: spend 2 Boons to deal X damage to everyone Engaged with the target. When the attack fails, the attacker may 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.

Placed charges print Placed in the Range field. Setting one takes the maneuvers in its Prepare rating and an Average Craft check. It needs no attack check when it fires: it deals its damage to what it is set against and its Blast to everyone Engaged with that.

Stopped by Boarding Armour, Heavy Combat Armour, Powered Assault Suits
Goes through Light armour

Skill: Light Ranged for thrown grenades, Gunnery for launchers, Craft for charges. A Universe may use Athletics for throwing.

Fragmentation Grenade

Frag, hand bomb

8 4 Short 1

Light Ranged 50 Military Blast Blast 6, Limited Ammo 1

Damage 8 to the target and Blast 6 to everyone Engaged with it.

Plasma Grenade

Burner grenade, sun bomb

8 4 Short 1

Light Ranged 120 Military Plasma Blast 5, Burn 2, Limited Ammo 1

A containment bottle that fails on a timer. Damage 8, Blast 5, and Burn 2.

Stun Grenade

Flash-pulse, sleeper grenade

7 — Short 1

Light Ranged 70 Restricted Disruption Stun Damage, Blast 7, Disorient 3, Limited Ammo 1

7 Stun Damage with Blast 7 and Disorient 3.

Ion Grenade

EMP grenade, scrambler bomb

2 — Short 1

Light Ranged 150 Restricted Disruption Ion 8, Blast 2, Limited Ammo 1

Ion 8 to every vehicle, drone, and AI-run system Engaged with the point of impact. Powered armour in the burst loses power for 8 rounds on 2 Boons. It does 2 damage to people.

Tangle Grenade

Glop grenade, web bomb

1 — Short 1

Light Ranged 50 Restricted Crushing Blast 1, Ensnare 3, Limited Ammo 1

Bursts into adhesive strands. Ensnare 3 on the target for 2 Boons, and Blast 1.

Smoke Grenade

Obscurant, aerosol grenade

— — Short 1

Light Ranged 30 Common — Limited Ammo 1; blocks Beam weapons

No damage. Attacks through the cloud add 2 Bane Dice, and beam weapons cannot attack through it at all. It is the cheapest defence against lasers in the book.

Collapse Grenade

Singularity grenade, tide bomb, crush charge

8 3 Short 1

Light Ranged 2000 Rare Gravitic Blast 8, Knockdown, Limited Ammo 1

A gravitic charge that pulls everything nearby toward one point. Damage 8, Blast 8, and Knockdown. It is Rare and costs as much as a rifle. It does ordinary damage.

Grenade Launcher

Lobber, thumper

8 4 Long 5

Gunnery 1000 Military Blast Blast 6, Limited Ammo 6, Cumbersome 2

A six-shot launcher that throws any grenade in this chapter to Long range. It needs Might 2.

Micro-Missile Launcher

Swarm launcher, micro-rocket rack

12 4 Long 5

Gunnery 3000 Military Blast Blast 8, Guided 3, Cumbersome 4, Limited Ammo 3, Prepare 1

A three-round launcher of small guided rockets. Damage 12, Blast 8, Guided 3. It needs Might 4 and a maneuver to lock.

Missile Tube

Shoulder missile, anti-ship tube

18 2 Extreme 8

Gunnery 25000 Military Blast Blast 8, Pierce 6, Breach 3, Guided 3, Cumbersome 3, Limited Ammo 1, Prepare 2

A single shoulder-fired guided missile. Damage 18, Crit 2, Extreme range, Pierce 6, Guided 3. It is the highest damage in the book. Prepare 2 covers acquiring the target; it will not lock onto a person on foot.

Breaching Charge

Door charge, frame charge

6 — Placed 1

Craft 200 Restricted Blast Pierce 6, Blast 2, Limited Ammo 1, Prepare 1

A shaped strip for doors and bulkheads. Pierce 6 against the structure it is fixed to. A door or interior bulkhead is opened without a check. Those Engaged with the far side take its Blast 2.

Mining Charge

Blasting block, demolition block

12 3 Placed 2

Craft 200 Common Blast Blast 8, Pierce 4, Limited Ammo 1, Prepare 2

A block of industrial explosive. Damage 12 to what it is set against, Pierce 4, and Blast 8. Setting it takes two maneuvers and an Average Craft check.

A boarding fight