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Explosive License I: Breach | Magnetic | Smoke | Stun
Explosive License II: Ballistic | Electric
Explosive License II: Incendiary | Plasma


All explosive devices can be purchased as either a grenade or a charge.

Grenades are handheld explosive devices that can be thrown and weigh 1 pound. As an action you can throw a grenade to a point on the ground you can see within 50 feet. At the end of the turn you throw the grenade, it detonates.

Charges are handheld explosive devices that can be planted onto a surface and weigh 1 pound. As an action, you can set up a charge on any solid surface. Once the charge is setup, the charge can be detonated in a few methods. All charges are purchased with one detonation method, which are detailed below.

  • Null charges will not detonate through any default method.
  • Pressure charges with detonate once the charge detects at least 5 lbs of pressure on top of it.
  • Proximity charges radiate a simple laser field in a 5-foot-diameter area with the mine centered within it. Once the charge detects any disturbance within this field, it will detonate. Any objects or terrain in this area when the charge is primed will block this field from going beyond it.
  • Remote charges will detonate once you use on a bonus action to detonate the charge. You must be within 1 mile of the charge in order to detonate it in this way.
  • Timed charges will detonate after an amount of time passes that you determine when you plant the charge. You can set it to any duration, but for every 10 days that pass the charge accumulates a 5% chance (up to a maximum of 99%) that the charge will not detonate, and instead breaks.

All charges that are planted are done so with the intention of being undetected. All charges have a covert value of 10 once planted. A creature that is aware of a charge can attempt to disable it. A DC 18 Assembly roll is required to disable a charge. On a failure, the charge detonates.

Under-Licensed Use. If you attempt to use any explosive that you do not have the license for, your inexperience makes it difficult. There is a 30% chance that any explosive you use detonates within your hand.


Explosive License I Devices

Breach. On detonation this anchor blasts the surface it is on with damaging blasts of energy. This explosive makes a Destruction roll against the surface with a [modifier] modifier for the skill roll. This detonation can only be heard within a [radius]-foot-radius of itself.

BrandCostModifierRadius
Atrox¢ 45+ 12200 ft.
Estoic¢ 25+ 8150 ft.
Locke¢ 145+ 1550 ft.
Otova¢ 120+ 1010 ft.
Thunderhawk¢ 110+ 15250 ft.
Valerievna¢ 240+ 201000 ft.

Magnetic. On detonation all metallic objects in a [radius]-foot-radius of the anchor are rapidly drawn towards it. All creatures wearing or holding metallic objects in the radius must succeed a DC [save] Fortitude saving throw or all metallic objects are disarmed and pulled to the grenade and if the creature is wearing metallic armor, it is knocked prone and forcefully moved up to 5 feet towards the grenade.

BrandCostRadiusSave
Atrox75 ¢10 ft.14
Estoic125 ¢10 ft.17
Kijiri105 ¢5 ft.20
Thunderhawk175 ¢20 ft.14
Zumios110 ¢15 ft.16

Smoke. On detonation a [radius]-foot-radius sphere of smoke appears centered on the anchor until a wind of at least 10 miles per hour blows it away, or until an hour passes. The smoke spreads around corners and heavily obscuring the area it fills. Creature within the smoke are unable to communicate verbally.

BrandCostRadius
Atrox35 ¢20 ft.
Estoic55 ¢30 ft.
Kijiri 180 ¢30 ft.
Thunderhawk95 ¢50 ft.
1 Kijiri Smoke explosives block heat vision from working within the smoke.

Stun. On detonation each creature within [radius] of the anchor must make a DC [save] Fortitude saving throw. A target becomes deafened and blinded for 1 minute and suffers [damage] non-lethal physical damage on a failed save, or half as much damage on a success.

BrandCostDamageRadiusSave
Atrox95 ¢1d1020 ft.12
Cerberus215 ¢3d1010 ft.17
Daggerr50 ¢2d105 ft.14
Estoic160 ¢2d1010 ft.17
Kijiri100 ¢5 ft.21
Thunderhawk190 ¢1d1015 ft.16

Explosive License II Devices

Ballistic. On detonation each creature within [radius] of the anchor must make a DC [save] Dexterity saving throw. A target takes [damage] physical damage on a failed save, or half on a success.

BrandCostDamageRadiusSave
Cerberus280 ¢6d1010 ft.17
Estoic190 ¢4d1010 ft.16
Kijiri200 ¢5d105 ft.19
Locke170 ¢5d1010 ft.15
Mauser90 ¢3d1010 ft.12
Thunderhawk310 ¢5d1015 ft.16

Electric. On detonation each creature within [radius] of the anchor must make a DC [save] Fortitude saving throw. A target takes [damage] non-lethal lightning damage and becomes paralyzed for 1 minute on a failed save, or half as much damage on a success.

BrandCostDamageRadiusSave
Atrox160 ¢1d1020 ft.12
Cerberus200 ¢4d1010 ft.16
Kijiri245 ¢5d105 ft.20
Naginata360 ¢3d1020 ft.18
Thunderhawk280 ¢5d1015 ft.16
Valerievna415 ¢6d1010 ft.17
Zumios260 ¢1d1030 ft.14

Explosive License III Devices

Incendiary. On detonation each creature within [radius] of the anchor must make a DC [save] Dexterity saving throw. A target takes [damage] fire damage on a failed save, or half on a success. This explosive ignites flammable objects in the area that aren’t being worn or carried.

BrandCostDamageRadiusSave
Cerberus335 ¢7d1010 ft.17
Kijiri245 ¢6d105 ft.20
Mauser490 ¢6d1020 ft.18
Thunderhawk380 ¢5d1015 ft.16

Plasma. On detonation each creature within [radius] of the anchor must make a DC [save] Dexterity saving throw. A creature takes [damage] plasma damage on a failed save, or half on a success.

BrandCostDamageRadiusSave
Cerberus¢ 3603510 ft.16
Cybros 1¢ 2901510 ft.16
Naginata¢ 3901520 ft.18
NeuroBuild 2¢ 420555 ft.18
Scypher¢ 4404015 ft.20
Thunderhawk¢ 2502515 ft.16
Zumios¢ 1802010 ft.16
1 Cybros Plasma explosives detonate at the end of each turn for the next minute.
2 NeuroBuild Plasma explosives cause any creature that fails its saving throw to lose the effects of any forcefield until the start of its next turn.