EMP-1 and EMP-2 series grenades are available in a variety of powers, rated from Mark 1 to Mark 5.
Shotgun Grenades are only available as Mark 1, and cost 2.5x the Mark 1 cost.
25mm Grenades are available up to Mark 2, and cost 2x the list cost.
40mm Grenades are available up to Mark 4, and cost 1.5x the list cost.
Hand Grenades are available up to Mark 5, and cost as listed. |
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| EMP-1 "Shocker" GrenadeThe EMP-1 Grenade produces a variable EMP pulse over a small area, it is capable of disabling cyberware on occasion, but is recommended for use against data storage devices and computers. Targets of a shocker grenade roll on the following table for each major cybersystem (optics, audio, reflex boosting, interface, etc). Computer systems are crashed temporarily (mark x 40%) of the time, and permanently (mark x 10%) of the time. Magnetic data storage is erased (mark x 50%) of the time, and chip storage (mark x 20%) of the time. The higher rated Shockers actually release a series of electrical arcs when they go off, dealing damage to those in the burst radius.
1-2 | System unaffected |
3-4 | System reboot, off-line for remainder of turn |
5 | System goes off-line for D6+1 turns |
6 | System goes off-line for D6 minutes |
Mark 1 | 1 foot burst (impact), no damage | 25 eb |
Mark 2 | 1m burst radius, D6-1 damage | 75 eb |
Mark 3 | 1m burst radius, D6+1 damage | 100 eb |
Mark 4 | 2m burst radius, 2D6 damage | 150 eb |
Mark 5 | 3m burst radius, 2D6 damage | 200 eb |
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| EMP-2 "Waver" Grenade
The EMP-2 Grenades use more conventional EMP technologies, with no explosion or flashy displays when their components fuse to produce the EMP effect. The basic design of the "waver" system is the same as that of hand-portable EMP pistols, firing a burst of high-frequency radio EMP over a small area, but the output has been powered up so much that the effect burns out the internal electronics in the process.
The game effects of being inside a Waver field are the same as being hit by an EMP pistol, except that all cybersystems are affected instead of just those in the target hit location. Roll 1D6 on the following table for each cybersystem attacked.
1 | System unaffected |
2 | System slows down (-4 ref if a limb, computer run slowly). |
3 | Minor crash: system blinks off for 1 round but comes back up. This will drop you out of the net or cut your cellphone call.
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4 | Crash out: System GPFs and starts reboot sequence. This takes 2D6 rounds.
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5 | Big system crash - system begings diagnostics and reboots itself. Takes 1D6 minutes to restore.
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6 | System crashes out and needs a tech to fix it (appropriate tech roll over 20 to restore it).
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Mark 1 | 1 foot burst (impact), Roll D6+1 on table | 100 eb |
Mark 2 | 1m burst radius, Roll D6-1 on table | 75 eb |
Mark 3 | 2m burst radius, Roll D6-1 on table | 125 eb |
Mark 4 | 3m burst radius, Roll D6 on table | 175 eb |
Mark 5 | 4m burst radius, Roll D6 on table | 250 eb |
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| EMP-3 "Flasher" Bomb
The "Flasher" grenade is a new weapon developped for police units needing a quick-response non-lethal weapon that will work against a mixed crowd of cybered and non-cybered persons. With the prevalence of cyberoptics and audio systems, many persons in a mixed crowd are immune to the effects of a flash-bang grenade, but these same persons are usually quite susceptible to EMP weapons, so the two were combined into one package for crowd control.
The grenade itself is quite large compared to most other weapons in it's class (thus the "bomb"), weighing in at a heavy 3kg. Throwing it is awkward (-2 WA) and long ranges are not possible with it (1/2 usual throwing range). When the bomb goes off, it flashes an incredibly bright flash of light while the EMP portions of the weapon engage and fuse themselves. Then the grenade explodes from the small explosive charge inside, producing a concussion wave and tearing the weapon in half.
Persons looking towards the grenade within 5m (15m at night) must make Difficult Reflex roll to avoid being blinded for D6 turns (this effect is negated by anti-dazzle). The EMP effects are identical to the Mk 5 EMP-2 Waver grenade, and the whole shebang is followed up with a 5D6 damage concussive charge (damage is 1/2 stun on contact and within 1m, and all stun from 1m to 4m - ranges are doubled indoors).
EMP-3 | Blash, EMP, Boom! | 400 eb |
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