Simple
Generic
Designed to penetrate and lodge within a target, tracker rounds contain a tracking signal (either standard or AOD; see p. 291, SR3) so that the target may be tracked using a signal locator. If the target takes damage, the tracking device penetrates the target past the armor. If the target resists the damage, roll 1D6; on a result of 1 or 6, the tracker round lodges in the target’s armor.
Armor-Piercing Discarding Sabot (APDS) rounds are specially designed to travel at high velocities and pierce armor. Treat APDS as normal ammo against vehicles and drones. APDS tends to be difficult to buy on the street.
Armor-Piercing Discarding Sabot (APDS) rounds are special ammunition designed to travel at high speeds and defeat standard armor. When used, APDS halves (round down) the Ballistic Rating of armor or the Barrier Rating of an object in any attack. APDS is not anti-vehicular and is therefore treated as normal ammunition against vehicles and drones. See Vehicle Damage from Weapons, p. 149.
Anti-vehicular (AV) rounds are high-speed projectiles with a solid bronze core, capable of penetrating layers of armor. AV rounds use the rules for APDS rounds (p. 116, SR3) against nonvehicle targets, and use the anti-vehicular rules against vehicles (p. 149, SR3).
Capsule rounds are gel rounds designed to carry a liquid. The round breaks open on impact and splashes the target with the liquid. Originally, capsule rounds carried only paint, dye or ink for games and target practice. In the 2060s, the capsule-round casing has become stable enough to carry a single dose of nearly any liquid or compound.
Use the rules for gel rounds (p. 116, SR3), except that capsule rounds do not increase the chances of knockdown. If the round contains a chemical or compound, use the rules for exposure and effects on p. 105, M&M.
If the target has a Vulnerability to the substance in the capsule round (for example, if an insecticide round is used against a bug spirit), increase the Damage Level of the weapon by 1. If the target has a Moderate or Severe allergy to the substance in the round, increase the Power by 2. A target with a Severe allergy also suffers 1 box of Physical damage.
The cost for capsule rounds represents rounds filled with a nontoxic, nondangerous material (paint, ink or dye). For capsule rounds filled with toxins or compounds, adjust the Cost, Availability and Street Index as appropriate for the chemical.
Explosive rounds are solid slugs designed to fragment and explode on impact. They are standard issue with some military units, though unpopular because of their high misfire rate. Exposure to intense heat such as flames or fireballs can also cook the touchy things. EX rounds are an improved model.
Explosive rounds are solid slugs designed to fragment on impact. Increase the Power Rating of any attack made with explosive rounds by 1.
For attempts to fire through a barrier, double the material’s normal Barrier Rating; however, the barrier itself takes damage from a successful attack as if it had half its normal Barrier Rating. For more information, see Barriers, p. 124. [Note: this has been reworded as the original text makes no rule sense]
Explosive rounds will misfire whenever all the dice rolled for the attack test come up 1. When this occurs, the character firing the weapon is immediately subjected to one “attack,” with a Damage Code equal to the normal damage done by the weapon. In this case, the Power Rating does not increase. The character may make a Damage Resistance Test, but may not apply any dice from his Combat Pool. Roll 1D6 to determine the number of successes for the “attack.” Any attack that the affected character is making at the time misses.
A state-of-the-art version of Explosive Rounds called EX Explosive rounds adds +2 to the power of the weapon. This version is much more expensive and harder to find on the streets. It follows all other standard explosive rounds rules.
Explosive rounds are solid slugs designed to fragment and explode on impact. They are standard issue with some military units, though unpopular because of their high misfire rate. Exposure to intense heat such as flames or fireballs can also cook the touchy things. EX rounds are an improved model.
Explosive rounds are solid slugs designed to fragment on impact. Increase the Power Rating of any attack made with explosive rounds by 1.
For attempts to fire through a barrier, double the material’s normal Barrier Rating; however, the barrier itself takes damage from a successful attack as if it had half its normal Barrier Rating. For more information, see Barriers, p. 124. [Note: this has been reworded as the original text makes no rule sense]
Explosive rounds will misfire whenever all the dice rolled for the attack test come up 1. When this occurs, the character firing the weapon is immediately subjected to one “attack,” with a Damage Code equal to the normal damage done by the weapon. In this case, the Power Rating does not increase. The character may make a Damage Resistance Test, but may not apply any dice from his Combat Pool. Roll 1D6 to determine the number of successes for the “attack.” Any attack that the affected character is making at the time misses.
A state-of-the-art version of Explosive Rounds called EX Explosive rounds adds +2 to the power of the weapon. This version is much more expensive and harder to find on the streets. It follows all other standard explosive rounds rules.
Tiny, tightly packed metal slivers function as the business end of a flechette round. They are devastating against unprotected targets, and will cut through standard ballistic armor. Impact armor can stand up to this ammunition.
Instead of a single, solid slug, guns that use flechette rounds fire several small, sharp metal fragments designed to tear into a target. Flechette rounds are very effective against targets with little or no armor, but almost useless against those with armor protection.
Against unarmored targets, flechette rounds increase their Damage Codes by one level. For example, a heavy pistol (Damage Code 9M) firing a flechette round would have a Damage Code of 9S against unarmored targets. Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through (see Barriers, p. 124). Also double the value of any vehicle armor (p. 132). Dermal armor negates the Damage Level increase of flechette ammunition.
Guns with flechette ammo already figured into their Damage Code have an (f) notation following the Damage Code.
Designed as non-lethal ammo for riot control, these rounds use a hard jelly-like substance to achieve their effect. Impact armor, not ballistic, applies.
Gel rounds are designed to take down a target without seriously damaging it. They are usually semi-rigid slugs that flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds have a Power Rating 2 points less than that listed for the weapon’s normal round; they have the same Damage Level, except that all damage is Stun rather than Physical. Impact armor, not Ballistic, applies. Gel rounds also have greater chances of knocking a target character down; see Knockdown, p. 124. For Knockdown Tests involving gel rounds the character must make a Body Test against a target number equal to the Power of the attack.
Glazer rounds are explosive rounds with a thin metal jacket that release flechette-like fragments upon impact. While they cause massive systemic damage to unarmored targets, all armor protects against this ammunition.
Glazer rounds increase the Power of the weapon by 2. Against unarmored targets, glaser rounds also increase the Damage Level by one level (i.e., Moderate to Serious). Against armored targets, reduce the weapon’s Power by double the target’s highest armor rating (Ballistic or Impact).
Against barriers and vehicles, double the rating of the barrier or vehicle armor.
Hi-C plastic rounds are designed to be undetectable by magnetic anomaly detectors (MADs). Though the rounds are composed of densiplast, the powerful propellant charge contained within the bullets makes them almost as damaging as regular rounds.
Hi-C plastic rounds cause Physical damage, but the extra punch doubles the recoil penalty for each bullet fired. Their lighter weight also makes them less dangerous at extreme distances; reduce the weapon’s Power by 1 against targets at long and extreme range. Use the target’s highest armor rating, either Impact or Ballistic, to reduce the Power of the attack. Reduce the target number for detecting Hi-C rounds by –1 per 4 rounds (see p. 90, SRComp).
Hollow point bullets are the same as standard rounds except that the tip of the bullet is indented. When a hollow point strikes a target, its shape causes the bullet’s tip to peel back, expanding its surface area and allowing it to transfer more kinetic energy.
Hollow point rounds increase the Power of a firearm by 1; if the target is unarmored, increase the Power by 3. If the target is armored, add together the character’s Ballistic and Impact armor to reduce the Power of hollow point rounds.
Also called magnesium rounds, incendiary rounds are a deadlier version of tracer rounds (see p. 117, SR3). The magnesium coating on these bullets burns as they fly through the air, leaving a visible tracer trail. When the bullet strikes the target, it leaves a trail of smoldering magnesium in whatever it passes through.
These bullets can be loaded every third round in a clip in the same way as tracer rounds, or they can be used to fill an entire clip. In both cases, they provide the same targeting bonus as tracer rounds. Incendiary rounds add to the Power of burst-fire shots according to the standard rules.
Incendiary rounds will continue to burn a target after impact. At the end of each Combat Turn, a character who has been struck by incendiary rounds must make a Body Resistance Test against a Power equal to twice the number of incendiary rounds he was shot with and a Damage Level of L. The Power of this burning damage is reduced by 2 per Combat Turn; each additional incendiary round that strikes adds 2 to the Power. Armor does not reduce this effect, nor can Combat Pool be used. Incendiary rounds also may set flammable materials on fire, including clothing and gear worn by the target. Use the rules for Fire and Incendiaries, p. 98.
Incendiary rounds are inherently unstable and somewhat dangerous to use. Whenever incendiary rounds are used, if more 1s are rolled in the Attack Test than half (round down) the number of dice rolled, a magnesium round bursts inside of the firer’s gun. Each consecutive Combat Phase in which incendiary rounds are used counts as an additional automatic die roll result of 1. If an incendiary round bursts, the firing character suffers one pointblank attack with a Damage Code equal to the base damage of the weapon. Armor reduces this damage, but Combat Pool may not be used. If the character’s attack fails, his Combat Phase immediately ends and the weapon is severely damaged and unusable (and may even be on fire).
Similar to glazer rounds, mercury rounds are thinly jacketed and filled with mercury rather than flechette fragments. They use the same rules as glazer rounds, except that the Power of the weapon is not increased by 2.
Tracer ammo burns “tracers” along the line of flight, making it easier to home in on the target.
This type of ammunition can only be used in full-auto weapons and are actually loaded as every third round in a clip. This is an exception to the restriction of one type of ammunition to a clip. Non-smartgun users receive an additional –1 target number modifier at all ranges beyond Short, cumulative with every third round fired (–1 after first three, –2 after six, –3 after nine, and so on). When calculating burst damage for three round, multiple round, or short bursts, do not add a bonus to the Power for the tracer round, but do increase the Damage Level accordingly. For example, a submachine gun at 5M firing 10 rounds would have a damage code of 12D, instead of the normal 15D.
Designed to penetrate and lodge within a target, tracker rounds contain a tracking signal (either standard or AOD; see p. 291, SR3) so that the target may be tracked using a signal locator. If the target takes damage, the tracking device penetrates the target past the armor. If the target resists the damage, roll 1D6; on a result of 1 or 6, the tracker round lodges in the target’s armor.
Shotgun
Bola rounds consist of two slugs connected by a resilient monofilament line. When fired, the bullets spin around each other during flight, and together strike the target with a wider area of impact than standard slugs. When used, bola rounds increase the weapon’s Power by 1 and increase the chance of knocking down the target; the target must make its Knockdown Test against the full Power of the weapon. A weapon firing bola rounds uses heavy pistol ranges. Each bola round counts as a single round.
Flare rounds are fired like a bullet, using heavy pistol ranges. At the Extreme range limit (60 meters), the rounds explode into a large shower of burning sparks. Typically shot into the air to act as a signal or location marker, flare rounds are rarely used to attack because they inflict only 4M damage against a target (reduced by half Impact armor). Targets struck by a flare may catch fire; use the rules for fire-based secondary elemental effects on pp. 51–52, MITS, but modify the die roll result by –2. Burning targets will continue to take damage (see Fire and Incendiaries, p. 98).
These slugs are composed of a ceramic and metal composite that disintegrates upon impact so that bystanders are not injured by bullet fragments. Designed to shatter a door’s lock or hinge, the Barrier Rating of a door is reduced by half (round down) against shock lock rounds. Against other targets, treat shock lock rounds as standard explosive rounds.
Rather than being packed with buckshot, these shells are packed with tiny rubber balls. Designed to stop a target rather than kill, stun shells operate in the same way as standard shot shells except that they inflict Stun damage. The Power of the attack is reduced by twice the Impact armor rating, but not by Ballistic armor.
Created by Cavalier Arms and marketed in the wake of the great dragon Dunkelzahn’s death, Big D’s Temper shells are also known as fireball shells. When fired, these shells spout flame and phosphorous from the barrel, burning nearby targets. The nature of the shells makes the possibility of damaging the weapon itself very high.
When a Big D’s Temper shell is used, both taser ranges and the shotgun spread and choke rules apply. Increase the weapon’s base Power by 2. Targets that take damage and nearby flammable materials may catch on fire; use the rules given for Fire and Incendiaries, p. 98. The Power of the attack is reduced by half Impact armor (round down).
Each time a Big D’s Temper shell is used, roll 1D6. On a result of 1, the heat and flame from the shell severely damage the weapon and warp the barrel, making it unusable until repaired. Repairing the weapon requires an appropriate B/R (5) Skill Test with a base time of 72 hours and a gunsmithing shop.
Gyrojet
Gyrojet rockets are 6mm miniature rockets that may only be fired from a gyrojet pistol (p. 31). Propelled by a reactive alkaline fuel, the standard rockets are designed to explode upon impact (use the Damage Code listed for the gyrojet pistol).
The gyrojet-plus rockets are armor-piercing, capable of penetrating and delivering a potent blast. Plus rockets use the rules for APDS ammo (p. 116, SR3), except that they are also anti-vehicular.
Gyrojet rockets are 6mm miniature rockets that may only be fired from a gyrojet pistol (p. 31). Propelled by a reactive alkaline fuel, the standard rockets are designed to explode upon impact (use the Damage Code listed for the gyrojet pistol).
Net Gun
Fired by net guns (p. 31), these expanding fiber nets are purchased in either a standard or large size. Large net rounds may be used only in a large net gun, but standard net rounds may be used by both sizes of net gun.
Fired by net guns (p. 31), these expanding fiber nets are purchased in either a standard or large size. Large net rounds may be used only in a large net gun, but standard net rounds may be used by both sizes of net gun.
Spear Gun
These long metal javelins were designed for impaling fish, but also work well against Awakened sea creatures. A metal ring at the base of the shaft allows a line to be tied to the spear for easy retrieval.
Heavy
These highly stable explosive rounds are made of HDX superplast compound.
These highly stable explosive rounds are made of HDX superplast compound.
These standard assault cannon rounds are specifically designed to penetrate vehicle armor and use the anti-vehicular ammunition rules.
These standard assault cannon rounds are specifically designed to penetrate vehicle armor and use the anti-vehicular ammunition rules.
Grenade
Hand
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
Dual-charge grenades are essentially two separate types of grenade combined into one. Almost any combination can be chosen from the available grenade types listed here and in SR3 and M&M. For example, a dual-charge grenade could combine smoke/white phosphorous, AP offensive/splash or even IPE concussion/flash. Superflash, incendiary and flare grenades may not be incorporated into a dual-charge grenade.
Both parts of a dual-charge grenade detonate simultaneously. Treat each part as the grenade of its type, but reduce the Power, blast radius and any other effects by half (round down).
Intended as a signal marker, flare grenades do not explode, but burn with an intensely bright color for 10 minutes. The flare will negate any visibility modifiers for darkness in a 30-meter radius, but will also impose a +2 glare visibility modifier for anyone looking in its direction (flare compensation eliminates the modifier). Though flare grenades become hot to the touch, they can be held safely and will not ignite any fires.
When detonated, this device produces a blinding flash of light effective out to a 30-meter radius. Anyone looking in the direction of the flash suffers a +6 target number modifier, reduced by 1 for every 5 meters from the point of ignition. Flare compensation reduces this modifier by –2. This effect is reduced by –2 per full Combat Turn.
Flash grenades also create a blast zone of 1 meter, inflicting 5L damage.
The size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in random strobe sequences to disorient, distract and blind opponents. Anyone facing a flash-pak receives a +4 target number modifier ( +2 if the target has flare compensation). The pak also negates modifiers from poor or no lighting, but imposes its own +2 modifier because of the strobing flashes.
Instead of exploding, these cylindrical grenades release a cloud of stun gas—commonly Neuro-Stun VIII (see p. 250), although they may be filled with other chemicals. The gas cloud affects everything within a 10-meter radius, and lasts for 2 Combat Turns (less in windy areas, at the gamemaster’s discretion).
Incendiary grenades do not explode, but instead spew flames and burning sparks and generate intense heat. Anything flammable within a 10-meter radius of the point of impact may catch on fire; use the rules on p. 98, but apply a +2 modifier to the roll. Incendiary grenades will continue to spark and burn for 10 Combat Turns. The sparks eliminate visibility modifiers for darkness in a 30-meter radius, but will also impose a +2 glare visibility modifier for anyone looking in its direction (flare compensation eliminates the modifier). Anyone who touches or moves within 1 meter of an incendiary grenade must resist 8M damage from heat and fire; reduce the Power by half (round down) Impact armor. If a fire starts, use the rules for Fire and Incendiaries, p. 98.
Manufactured only in nonaerodynamic form, ink grenades are intended for underwater use. When they explode, they release a cloud of black ink with a 5-meter radius that inflicts a +4 visibility modifier for those caught inside (cumulative with other underwater vision modifiers).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
A more potent version of the flash grenade, this device creates a superflash effect that can be seen up to 3 kilometers away (if line of sight is not blocked) and will blind and stun any onlookers. Anyone facing the flash must resist 12M Stun damage. Reduce the Power of the flash by –1 per meter from the point of impact. Flare compensation reduces the Power by –2; armor has no effect. For each box of damage taken, modify by +1 the target number for tests involving vision (including combat). Both the Stun damage boxes taken and the associated +1 modifier fade away at a rate of 1 per minute.
The superflash is so overwhelming that even targets not facing the blast may be affected by light reflecting off walls and other large surfaces. Apply the Blast in a Confined Space rules (p. 119, SR3) to determine the effect, reducing the Power by –1 per meter from the point of impact.
Superflash grenades also create a blast zone of 1 meter, inflicting 5L damage.
Packed with white phosphorous, a chemical that burns at very high temperatures when exposed to air, these grenades cover the blast area with a burning chemical that adheres to whatever it touches. The first Damage Code listed represents the initial blast effect. Anyone and anything caught within the blast radius (15 meters) will be covered with the burning chemical, and will continue to take damage at the beginning of each subsequent Combat Turn. The second Damage Code listed represents this burning damage. Reduce the Power by half impact armor (round down). The white phosphorus burns continuously for 15 Combat Turns. Flammable materials may catch fire; use the rules for Fire and Incendiaries, p. 98.
White phosphorous is difficult to extinguish because it reignites whenever exposed to air. If an affected area or target can be completely cut off from air, the chemical’s effects end after two full Combat Turns.
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Aerodynamic
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
Dual-charge grenades are essentially two separate types of grenade combined into one. Almost any combination can be chosen from the available grenade types listed here and in SR3 and M&M. For example, a dual-charge grenade could combine smoke/white phosphorous, AP offensive/splash or even IPE concussion/flash. Superflash, incendiary and flare grenades may not be incorporated into a dual-charge grenade.
Both parts of a dual-charge grenade detonate simultaneously. Treat each part as the grenade of its type, but reduce the Power, blast radius and any other effects by half (round down).
Intended as a signal marker, flare grenades do not explode, but burn with an intensely bright color for 10 minutes. The flare will negate any visibility modifiers for darkness in a 30-meter radius, but will also impose a +2 glare visibility modifier for anyone looking in its direction (flare compensation eliminates the modifier). Though flare grenades become hot to the touch, they can be held safely and will not ignite any fires.
When detonated, this device produces a blinding flash of light effective out to a 30-meter radius. Anyone looking in the direction of the flash suffers a +6 target number modifier, reduced by 1 for every 5 meters from the point of ignition. Flare compensation reduces this modifier by –2. This effect is reduced by –2 per full Combat Turn.
Flash grenades also create a blast zone of 1 meter, inflicting 5L damage.
The size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in random strobe sequences to disorient, distract and blind opponents. Anyone facing a flash-pak receives a +4 target number modifier ( +2 if the target has flare compensation). The pak also negates modifiers from poor or no lighting, but imposes its own +2 modifier because of the strobing flashes.
Instead of exploding, these cylindrical grenades release a cloud of stun gas—commonly Neuro-Stun VIII (see p. 250), although they may be filled with other chemicals. The gas cloud affects everything within a 10-meter radius, and lasts for 2 Combat Turns (less in windy areas, at the gamemaster’s discretion).
Incendiary grenades do not explode, but instead spew flames and burning sparks and generate intense heat. Anything flammable within a 10-meter radius of the point of impact may catch on fire; use the rules on p. 98, but apply a +2 modifier to the roll. Incendiary grenades will continue to spark and burn for 10 Combat Turns. The sparks eliminate visibility modifiers for darkness in a 30-meter radius, but will also impose a +2 glare visibility modifier for anyone looking in its direction (flare compensation eliminates the modifier). Anyone who touches or moves within 1 meter of an incendiary grenade must resist 8M damage from heat and fire; reduce the Power by half (round down) Impact armor. If a fire starts, use the rules for Fire and Incendiaries, p. 98.
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
A more potent version of the flash grenade, this device creates a superflash effect that can be seen up to 3 kilometers away (if line of sight is not blocked) and will blind and stun any onlookers. Anyone facing the flash must resist 12M Stun damage. Reduce the Power of the flash by –1 per meter from the point of impact. Flare compensation reduces the Power by –2; armor has no effect. For each box of damage taken, modify by +1 the target number for tests involving vision (including combat). Both the Stun damage boxes taken and the associated +1 modifier fade away at a rate of 1 per minute.
The superflash is so overwhelming that even targets not facing the blast may be affected by light reflecting off walls and other large surfaces. Apply the Blast in a Confined Space rules (p. 119, SR3) to determine the effect, reducing the Power by –1 per meter from the point of impact.
Superflash grenades also create a blast zone of 1 meter, inflicting 5L damage.
Packed with white phosphorous, a chemical that burns at very high temperatures when exposed to air, these grenades cover the blast area with a burning chemical that adheres to whatever it touches. The first Damage Code listed represents the initial blast effect. Anyone and anything caught within the blast radius (15 meters) will be covered with the burning chemical, and will continue to take damage at the beginning of each subsequent Combat Turn. The second Damage Code listed represents this burning damage. Reduce the Power by half impact armor (round down). The white phosphorus burns continuously for 15 Combat Turns. Flammable materials may catch fire; use the rules for Fire and Incendiaries, p. 98.
White phosphorous is difficult to extinguish because it reignites whenever exposed to air. If an affected area or target can be completely cut off from air, the chemical’s effects end after two full Combat Turns.
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Mini
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
Dual-charge grenades are essentially two separate types of grenade combined into one. Almost any combination can be chosen from the available grenade types listed here and in SR3 and M&M. For example, a dual-charge grenade could combine smoke/white phosphorous, AP offensive/splash or even IPE concussion/flash. Superflash, incendiary and flare grenades may not be incorporated into a dual-charge grenade.
Both parts of a dual-charge grenade detonate simultaneously. Treat each part as the grenade of its type, but reduce the Power, blast radius and any other effects by half (round down).
Source: Shadowrun, Third Edition, 282
Intended as a signal marker, flare grenades do not explode, but burn with an intensely bright color for 10 minutes. The flare will negate any visibility modifiers for darkness in a 30-meter radius, but will also impose a +2 glare visibility modifier for anyone looking in its direction (flare compensation eliminates the modifier). Though flare grenades become hot to the touch, they can be held safely and will not ignite any fires.
Source: Shadowrun, Third Edition, 282
When detonated, this device produces a blinding flash of light effective out to a 30-meter radius. Anyone looking in the direction of the flash suffers a +6 target number modifier, reduced by 1 for every 5 meters from the point of ignition. Flare compensation reduces this modifier by –2. This effect is reduced by –2 per full Combat Turn.
Flash grenades also create a blast zone of 1 meter, inflicting 5L damage.
Source: Shadowrun, Third Edition, 282
The size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in random strobe sequences to disorient, distract and blind opponents. Anyone facing a flash-pak receives a +4 target number modifier ( +2 if the target has flare compensation). The pak also negates modifiers from poor or no lighting, but imposes its own +2 modifier because of the strobing flashes.
Instead of exploding, these cylindrical grenades release a cloud of stun gas—commonly Neuro-Stun VIII (see p. 250), although they may be filled with other chemicals. The gas cloud affects everything within a 10-meter radius, and lasts for 2 Combat Turns (less in windy areas, at the gamemaster’s discretion).
Incendiary grenades do not explode, but instead spew flames and burning sparks and generate intense heat. Anything flammable within a 10-meter radius of the point of impact may catch on fire; use the rules on p. 98, but apply a +2 modifier to the roll. Incendiary grenades will continue to spark and burn for 10 Combat Turns. The sparks eliminate visibility modifiers for darkness in a 30-meter radius, but will also impose a +2 glare visibility modifier for anyone looking in its direction (flare compensation eliminates the modifier). Anyone who touches or moves within 1 meter of an incendiary grenade must resist 8M damage from heat and fire; reduce the Power by half (round down) Impact armor. If a fire starts, use the rules for Fire and Incendiaries, p. 98.
Source: Shadowrun, Third Edition, 282
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Non-aerodynamic models often offer a “booby-trap” setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Explosive grenades may be defensive, offensive or concussion versions. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. Offensive grenades have a higher fragmentation effect. Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets.
In addition, both offensive and defensive grenades are available in an anti-personnel (AP) model with an even higher fragmentation effect than standard (HE, or high explosive) models. AP grenades use the rules for flechette ammunition (see p. 116).
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
A more potent version of the flash grenade, this device creates a superflash effect that can be seen up to 3 kilometers away (if line of sight is not blocked) and will blind and stun any onlookers. Anyone facing the flash must resist 12M Stun damage. Reduce the Power of the flash by –1 per meter from the point of impact. Flare compensation reduces the Power by –2; armor has no effect. For each box of damage taken, modify by +1 the target number for tests involving vision (including combat). Both the Stun damage boxes taken and the associated +1 modifier fade away at a rate of 1 per minute.
The superflash is so overwhelming that even targets not facing the blast may be affected by light reflecting off walls and other large surfaces. Apply the Blast in a Confined Space rules (p. 119, SR3) to determine the effect, reducing the Power by –1 per meter from the point of impact.
Superflash grenades also create a blast zone of 1 meter, inflicting 5L damage.
Source: Shadowrun, Third Edition, 282
Packed with white phosphorous, a chemical that burns at very high temperatures when exposed to air, these grenades cover the blast area with a burning chemical that adheres to whatever it touches. The first Damage Code listed represents the initial blast effect. Anyone and anything caught within the blast radius (15 meters) will be covered with the burning chemical, and will continue to take damage at the beginning of each subsequent Combat Turn. The second Damage Code listed represents this burning damage. Reduce the Power by half impact armor (round down). The white phosphorus burns continuously for 15 Combat Turns. Flammable materials may catch fire; use the rules for Fire and Incendiaries, p. 98.
White phosphorous is difficult to extinguish because it reignites whenever exposed to air. If an affected area or target can be completely cut off from air, the chemical’s effects end after two full Combat Turns.
Source: Shadowrun, Third Edition, 282
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Source: Shadowrun, Third Edition, 282
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Source: Shadowrun, Third Edition, 282
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Source: Shadowrun, Third Edition, 282
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Source: Shadowrun, Third Edition, 282
Ares has packed the standard offensive, defensive and concussion grenades with a larger blast to cover a wider area of effect.
As with standard offensive and defensive grenades, the IPE versions are available in high-explosive (HE) or anti-personnel (AP) models. AP models use the flechette ammunition rules (p. 116, SR3).
Source: Shadowrun, Third Edition, 282
Warhead
Generic
These projectiles have high-explosive and fragmentation warheads.
These projectiles have high-explosive and fragmentation warheads.
These projectiles pierce a vehicle’s armor, and do not explode if they miss.
These projectiles pierce a vehicle’s armor, and do not explode if they miss.
These projectiles cause general destruction.
These projectiles cause general destruction.
Designed for engaging long-distance aerial targets, the SAM is engineered for maximum velocity and anti-airframe impact. The SAM has an Extreme Range of 5,000 meters. When firing a SAM at a ground target, add a +4 target number modifier to the firer’s Launch Weapons Test and reduce the damage to 7D. The SAM is considered an anti-vehicular weapon; reduce Barrier Ratings and vehicle armor by half.
A specialized weapon intended for use against drones, the Zapper carries an electrically charged dielectric, encased in alternating layers of conductive metal and ceramic insulation. On impact, the warhead acts as a giant capacitor and discharges a massive electrical surge into the drone, causing its circuitry to burn out. This effect also tends to cause a backlash of garbled ASIST signals that can inflict convulsions and fatal strokes or aneurysms in the controlling rigger.
Zappers are considered anti-vehicular, and inflict damage on vehicles and drones from the electrical surge they create. If the Zapper damages a drone or vehicle that is being rigged or remotely controlled, the rigger must make a Willpower Test to resist Physical damage. The Power of the attack is 4 plus the rating of the rigger’s VCR implant; if the rigger is controlling the drone by remote control, reduce the Power by 2. The Damage Level is one level higher than the Damage Level sustained by the vehicle from the rocket. A rigger in captain’s-chair mode or a nonrigger controlling a vehicle cybernetically will also take this damage as Stun damage.
These famed vehicle munition rockets and missiles, produced by Loral-Vought, are now available for use in a standard man-portable missile launcher. Instead of an explosive warhead, the Jabberwocky carries and disperses a payload of electronic warfare transponders upon impact. These transponders may be set to activate upon dispersal, after a specified delay or upon detection of transmission signals within the area of effect.
The transponders can be set to jam standard radio communications (see Jammers, p. 291, SR3), sensors (see Electronic Countermeasures, p. 138, SR3), or rigger remote control networks. The transponders have a Rating of 4 and a Flux of 6. They affect only a circular area with a radius equal to 2D6 times half the number of successes generated on the Launch Weapons Test, rounded up, and plus 10 ([2D6 x (successes ÷ 2)] + 10); they do not affect transmissions outside the area of effect. Jabberwocky transponders affect all transmissions of the transponder’s type, whether friend or foe.
These famed vehicle munition rockets and missiles, produced by Loral-Vought, are now available for use in a standard man-portable missile launcher. Instead of an explosive warhead, the Jabberwocky carries and disperses a payload of electronic warfare transponders upon impact. These transponders may be set to activate upon dispersal, after a specified delay or upon detection of transmission signals within the area of effect.
The transponders can be set to jam standard radio communications (see Jammers, p. 291, SR3), sensors (see Electronic Countermeasures, p. 138, SR3), or rigger remote control networks. The transponders have a Rating of 4 and a Flux of 6. They affect only a circular area with a radius equal to 2D6 times half the number of successes generated on the Launch Weapons Test, rounded up, and plus 10 ([2D6 x (successes ÷ 2)] + 10); they do not affect transmissions outside the area of effect. Jabberwocky transponders affect all transmissions of the transponder’s type, whether friend or foe.
Specialized
Explosive
Highly stable, moldable and slightly sticky, these substances are ideal for certain jobs, such as blowing a hole in a wall. Compounds are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440-volt industrial explosive. Commercial (non-plastic) explosives cost 60¥ per kilogram. Timers run from 2 seconds to 2 hours, and radio detonators have a Flux Rating of 1. The Damage Code is (Rating)D per kilogram. Use the following formula for multiple kilograms: (Rating x √kilograms) D. The Power of the blast is reduced by the base rating per meter. See Blast Effects, p. 118.
Highly stable, moldable and slightly sticky, these substances are ideal for certain jobs, such as blowing a hole in a wall. Compounds are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440-volt industrial explosive. Commercial (non-plastic) explosives cost 60¥ per kilogram. Timers run from 2 seconds to 2 hours, and radio detonators have a Flux Rating of 1. The Damage Code is (Rating)D per kilogram. Use the following formula for multiple kilograms: (Rating x √kilograms) D. The Power of the blast is reduced by the base rating per meter. See Blast Effects, p. 118.
Highly stable, moldable and slightly sticky, these substances are ideal for certain jobs, such as blowing a hole in a wall. Compounds are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440-volt industrial explosive. Commercial (non-plastic) explosives cost 60¥ per kilogram. Timers run from 2 seconds to 2 hours, and radio detonators have a Flux Rating of 1. The Damage Code is (Rating)D per kilogram. Use the following formula for multiple kilograms: (Rating x √kilograms) D. The Power of the blast is reduced by the base rating per meter. See Blast Effects, p. 118.