17 April 2019

Kaboom: d20 Grenades

I like grenades. They are like sci-fi fireball, but with the added benefit of being consumable - and consumable items make great treasure, because the players will never stop being excited about finding more.

Anyway, here are some grenades.


d20 Grenades
  1. Fragmentation grenade: Deals 3d6 slashing damage in 3 m radius, plus Save or bleed for 1d6 turns.
  2. Incendiary grenade: Deals 3d6 fire damage in 3 m radius, plus Save or catch aflame.
  3. Flashbang grenade: Deals 2d6 sonic damage in 3 m radius, plus Save vs blind and deaf for 1d6 turns.
  4. High-explosive grenade: Deals 4d6 blast damage in 10 m radius.
  5. Antimatter grenade: Deals 4d10 blast damage in 3 m radius.
  6. Resonance grenade: Deals 3d6 sonic damage in 3 m radius. All fragile objects are shattered.
  7. EMP grenade: Deals 3d8 damage to all electronics in 10 m radius.
  8. Psionic grenade: Deals 3d6 psychic damage in 3 m radius, of 3d8 to psionic creatures.
  9. Implosion grenade: Targets in 3 m radius are violently pushed together, taking 3d6 crushing damage.
  10. Phase shift grenade: Targets in 3 m radius are shunted to an adjoining dimension.
  11. Goo grenade: Fills 3 m radius with sticky, quick-hardening foam. Save vs Strength is required to break free.
  12. Smoke grenade: Fills 10 m radius with thick smoke. Makes sight and breathing difficult.
  13. Laughing gas grenade: Fills 10 m radius. Save vs stun for 2d6 turns.
  14. Tear gas grenade: Fills 10 m radius. Save vs blindness for 2d6 turns.
  15. Sleeping gas grenade: Fills 10 m radius. Save vs sleep for 2d6 minutes.
  16. Normality gas grenade: Fills 10 m radius. Psychic powers and extradimensional occurrences are blocked in the gas.
  17. Pesticide gas grenade: Fills 10 m radius. Plants, fungi and vermin take 1d6 damage per turn in the gas.
  18. Caustic gas grenade: Fills 10 m radius. Creatures and structures take 1d6 acid damage per turn in the gas.
  19. Coolant gas grenade: Fills 10 m radius. Creatures take 1d6 cold damage per turn in the gas. Water is frozen.
  20. Neurotoxic gas grenade: Fills 10 m radius. Living creatures take 1d4 Intelligence damage per turn in the gas.

 
Thrown range of a grenade is 15 metres, while with a grenade launcher, it can be shot as far as 150 metres.

Gas in open areas is generally dispersed by wind within 10 minutes.

2 comments:

  1. These are great. Adding them to the grenade subtable one of my fairy-tale forest vendors has.

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  2. Suddenly I'm reminded of the exotic sci-fi arsenal of 2000 AD's Strontium Dog Johnny Alpha. He had some pretty fancy grenades too!

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