Grenades

Grenades are small, hand-held explosive devices designed to be thrown using the Guns skill for the attack. Compared to other explosives, they do relatively low damage to a relatively small area, but they’re still devastating in comparison to other kinds of weapons.

Unlike regular powers, however, grenade powers do not have a recharge time, and can be thrown at any time regardless of the recharge stage of the player’s other powers; provided the player has available grenades in reserve.

Purchase grenades with Resource points to get a single Charge. An additional RESOURCE POINT buys the character an additional charge to use up to a maximum of 5. Charges can be replenished if the character can make it back to their base or ship or somehow come across some new supplies. The character can also manufacture grenades with their omni-tool if given enough time as determined by the GM (usually at least a day or so).

The formula for pricing grenades is as follows:

Damage + Sum of Zones of Range + Penetration + 2 x (Area) – 3 (Charges) = (Subtotal / 2) -1 = Cost

ARC GRENADE

DAMAGE: 2/4 RANGE: 0-2 AREA: 1 PENETRATION: 0

CHARGES: 1
COST: 2

NOTES: Arc Grenade EMP blast affects all targets in a zone friend or foe. Shields are brought down. Damage: 4 against Synthetics.

Stun and electrocute your enemies with an EMP-packed grenade. The EMP explosive disables any electronics within the blast radius— including kinetic shields (they must be recharged as normal afterwards), but not including synthetic characters—until they can be repaired. Against synthetic characters with the Electromagnetic Vulnerability (like the Geth), these arc grenades deal Damage: 4.


CLUSTER GRENADE

DAMAGE: 1 RANGE: 0-2 AREA: 1 PENETRATION: 0

CHARGES: 1
COST: 1

NOTES: Explosion affects all targets in a zone friend or foe. Aspect: Knocked Prone

Lob this biotic grenade cluster at your enemies and watch them fly. Targets have a Knocked Prone Aspect placed on them if their Might is exceeded by the shifts generated by the attack.


FRAG GRENADE

DAMAGE: 2 RANGE: 0-2 AREA: 1 PENETRATION: 0

CHARGES: 1
COST: 1

NOTES: Explosion affects all targets in a zone friend or foe.

Rip your enemies apart with this shrapnel-packed grenade.


HOMING GRENADE

DAMAGE: 2 RANGE: 0-3 AREA: 1 PENETRATION: 0

CHARGES: 1
COST: 2

NOTES: Explosion affects all targets in a zone friend or foe.

Launch this seeking grenade to track down a target, causing a massive explosion on impact. This self propelled grenade gains a “Homing” Aspect that gains a free invoke by the attacker for his attack roll.


INFERNO GRENADE

DAMAGE: 2 RANGE: 0-2 AREA: 1 PENETRATION: 0

CHARGES: 1
COST: 2

NOTES: Explosion affects all targets in a zone friend or foe. Persistent Effect: On Fire!

Cluster-bomb a small area with incendiary munitions. The “On Fire” Aspect will last until the end of your next Exchange. You or one of your allies can tag it once for free and it can be detonated in a Fire Explosion.


LIFT GRENADE

DAMAGE: 2 RANGE: 0-2 AREA: 1 PENETRATION: 0

CHARGES: 1
COST: 2

NOTES: Explosion affects all targets in a zone friend or foe. Aspect: Knocked Prone.

Throw this grenade into a group of enemies to send them flying. Targets have a Knocked Prone Aspect placed on them if their Might is exceeded by the shifts generated by the attack.


STICKY GRENADE

DAMAGE: 3 RANGE: 0-2 AREA: 0 PENETRATION: 2

CHARGES: 1
COST: 2

NOTES: Affects a single target. Aspect: Sticky.

Stick this grenade to your opponent, and the explosion will tear apart the target.


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Grenades

Mass Effect: From the Ashes HumAnnoyd