Chapter 45: Grenades and Aerosols

This is the chapter devoted to technological area of effect weapons. The classic area of effect weapon is the grenade, and the area of effect weapon of the future (or distant past), is the aerosol. Each weapon type is discussed in the following paragraphs. When a player is generating toys for her persona she should use Table 45.1: Grenade or Aerosol Type. For convenience there tables devoted to just grenade types and and another devoted to just  aerosol types. These tables should only be used by the referee when she specifically needs either a grenade or and aerosol. The aerosol or grenade table is balanced for the generation of initial TOYs, but the aerosol and grenade only tables are not. 

Grenades, and aerosols, generally act the same instant that they are detonated. Only under certain circumstances may a grenade explode later than one unit after being thrown. Understanding Grenade and Aerosol combat in Chapter 30 will be very helpful if you are using artifacts from this chapter

Grenade or Aerosol

This is where a persona will generate an area of effect artifact when generating something from the TOY system.

Table 45.1 Grenade or Aerosol

Determine if the area of effect weapon has a spherical grenade attack or a directed aerosol attack.
Die Roll (1d100) Weapon Type
Die RollWeapon
GrenadesGrenades
01-021)Big Bertha
02-042)Chemical Explosive
05-063)Corrosive
07-084)Cryoblast
09-105)Energy Drain
11-126)Energy
13-147)Exploding Pin
15-178)Fragementation
18-199)Fusion
20-2110)Gas
22-2311)Gravruptor
24-2512)Magnetic Disrupter
26-2913)Mini
30-3114)Molecular Disrupter
32-3315)Multiple Explosive
34-3516)Napalm
36-3717)Pin
38-4318)Pyrotechnic
44-4619)Radiation
47-4820)Sky Lighter
49-5021)Torc
AerosolsAerosols
51-5222)Anti Lazer
53-5423)Attraction
55-5624)Blinding
57-5825)Catabolic Dismodulator
59-6026)Demagnetizing
61-6227)Disintigration
63-6428)Exploding
65-6629)Foam
67-6830)Freezing
69-7031)Gas
71-7232)Invisibility
73-7433)Matter Detector
75-7634)Mistor
77-7835)Molecular Diffusion
79-8036)Napalm
81-8537)Paint
86-8738)Pharmaceutical
88-8939)Poison
90-9340)Repellent
94-9541)Siren
96-9742)Smoke
98-9943)Web
00Ref's Own Table
Grenade and hand.
Grenade and hand.

Grenades

A grenade is any hand, claw, or paw thrown area of effect weapon. Grenades are remarkable for their ease of use, and even more remarkable for their deadliness. The grenade is particularly unintelligent, and will damage expedition members as indiscriminately as opponents. No normal armour type can stop the damage of a grenade, and anything caught within the area of effect will be damaged. There is only slim chance that a target will be able to avoid damage, and that is when the grenade is a dud. There is only a 1 in 1000 chance that a grenade will be a dud. Once a grenade is discharged (exploded), it is irretrievably lost. 

Range

Grenades consume the hex that they explode in, and must be thrown a safe distance to avoid damaging the user. The range of a grenade depends entirely on the thrower, and is equal to her PSTR in hexes. For grenade misses the grenade will land in a random nearby hex as determined in Grenade and Aerosol combat in Chapter 30.

Area Of Effect

For all grenades, the area of effect represents the radius of the sphere in which all occupants are affected. E.g., a fragmentation grenade has an area of effect of 1 hex. Anything in an adjacent hex to the one in which the grenade exploded will be damaged. Also, anything less than two hexes above the grenade will also be damaged. All of these area effect blasts can include expedition members.

Damage

This is the hit point range that is inflicted upon any target caught within the area of effect of the grenade. Wherever the damage has been omitted, the grenade has some other special effect. Remember that damage is rolled once, and applied to all targets within the area of effect. Unless specified there is no save versus area of effect attacks.

Wate

This is the wate of an unspent grenade, or aerosol. An empty aerosol canister has a wate 10% of its original wate. E.g., 2 kg aerosol is reduced to an empty 200 gm canister.

EXPS

Experience points for identifying a grenade, or aerosol, are earned the same as for any other artifact. An equivalent experience point value can be earned after either weapon has been discharged, but these EXPS can only be earned by the firer. 

Value

The value of a grenade, or aerosol, is the value of one charge. In some cases aerosols can generate more than one charge, but even with these modifications such aerosols still have the same value.

Amount

The referee must roll a d6 to determine the number of grenades that are found in a cache. For powerful campaign altering grenades one will suffice.

Trigger

To make the subject of grenades a little more confusing there are several different types of fuses. For the convenience of the ref 9 out of 10 grenades are detonated by contact with the target hex, or any substantially solid object along its path. All other grenades will have timers, and will explode 0 to 3 units after being thrown. Before a grenade will detonate, it must be triggered, and thrown. A list of several different trigger types are given on Table 45.2: Grenade Trigger. The trigger types do not require explanation, and simply indicate what must be done to activate the grenade. For example, an inertia trigger is activated when the grenade goes through a throwing motion, and a twist trigger will active when some device is twisted on the grenade.

Table 45.2 Grenade Trigger

Examples of ways that the grenade can be triggered. This list is not exhaustive.
Die Roll (1d100)Trigger Type
Die RollTrigger
01-20Cap
21-40Fuse
41-60Intertia
61-80Pin
81-95Twist
96-99Remote
00Ref's Own Table
CC0 1.0 Universal (CC0 1.0) possibly made my Liftarn
They never look like this.

Description

Not all grenades are created equal, and even grenades of the same type may have different shapes and colours. These variations have arisen from the fact that different companies build their grenades differently, and even the same company may have packaged the same grenade differently from one military order to the next. Grenades have no identifying markings at all. Identification must be made by feel, and other indicators. Roll once on Table 44.1: Bomb Shape, and once on Table 44.3: Colour Bomb.

Table 44.1 Bomb Shape

Determine the basic shape of the bomb.
Die Roll (1d100)Bomb Shape
Die RollBomb Shape
01-10Bag
11-20Banana
21-30Cube
31-40Pear
41-50Pineapple
51-60Pyramid
61-85Sphere
86-00Ref's Own Table

Table 44.2 Bomb Shape Adjustment

Contort the bomb's basic shape.
Die Roll (d100) Shape Adjustment
Die RollShape Shifted
01-20Elongated, Stretched
21-40Flattened, Squashed
41-49Inverted
50-97Normal
98Involuted
99Add another basic shape
00Ref's Own Table

Table 44.4 Bomb Strange Adornment

The adornment may be relevant to the bomb's function, but most likely not.
Die Roll (1d100)Fancy Attachment
Die RollFancy Attachment
01-04Access Panels
05-08Antennae, Coiled
09-12Antennae, Straight
13-16Antennae, Up and Down
17-20Hoses, Dangling
21-24Hoses, Looped
25-28Indentations, Random
29-32Indentations, Round
33-36Indentations, Square
37-40Indentations, Triangular
41-44Knobs, Glowing
45-48Knobs, Inflate/deflate
49-52Monitor, Data Stream
53-56Monitor, Static
57-60Protuberances, In and Out
61-64Protuberances, Pointed
65-68Protuberances, Springs
69-72Protuberances, Wobbley
73-76Protuberances, Gnarled
77-80Random, Sparks
81-84Random, Squirts/Drips
85-88Random, Steam Shots
89-90Things that Whiz/Click
91-94Tubes, Liquid Filled
95-98Tubes, Pulsing
99Tubes, Solid
00Ref's Own Table (chrome)

Table 44.3 Colour Bomb

The bomb will have this dominant colour. Multiple rolls for multiple colours.
Die Roll (1d10)Colour
Die RollColour
1Black
2Blue
3Brown
4Green
5Grey
6Orange
7Pink
8Purple
9Red
10Yellow

Grenade Type

If a the referee or persona only requires a grenade artifact roll on the table below. Otherwise consult Table 45.1: Grenade or Aerosol above

Table 45.5 Grenades

Classic spherical area of effect weapons designed for close combat.
Die Roll (1d100) Grenade Type
Die RollGrenade Type
01-051)Big Bertha
06-102)Chemical Explosive
11-153)Corrosive
16-204)Cryoblast
21-255)Energy Drain
26-306)Energy
31-357)Exploding Pin
36-408)Fragementation
41-459)Fusion
46-5010)Gas
51-5511)Gravruptor
56-6012)Magnetic Disrupter
61-6513)Mini
66-7014)Molecular Disrupter
71-7515)Multiple Explosive
76-8016)Napalm
81-8517)Pin
86-9018)Pyrotechnic
91-9419)Radiation
95-9720)Sky Lighter
98-9921)Torc
00Ref's Own Table

1) Big Bertha Grenade

Range:PSTR
Area of Effect:10h (Special)
Damage:12-144 (12d12)
Wate:2kg
EXPS:300
Value:1000

The big bertha is a massive concussion grenade. All targets within the area of effect are automatically knocked down. Any persona, or target, caught within 12 hexes of the epicenter must make a recovery roll (see recovery roll), or be stunned for 1-10 units. All medium, or smaller, sized creatures within a 15 hex blast radius must win a normal (d20) DEX attribute roll, or be knocked down. The effects of the big bertha are cumulative, so a target 8 hexes from the target hex would take damage, be knocked down, and have to make a recovery roll or be stunned.

2) Chemical Explosive Grenade

Range:PSTR
Area of Effect:6h
Damage:8-64 (8d8)
Wate:0.75kg
EXPS:100
Value:200

A chemical explosive grenade is the more typical concussion, fragmentation device that is commonly chucked about during war pix, and punk rock concerts. The chemical explosive is the bigger sister of the Fragmentation grenade.

3) Corrosive Grenade

Range:PSTR
Area of Effect:3h
Damage:5-40 (5d8); Special
Wate:1kg
EXPS:200
Value:300

The corrosive grenade bathes the area of effect with acids, alkalies, or non-neutralizing combinations of both. The corrosive grenade’s contents are highly volatile, but neutralize themselves almost automatically on organic surfaces.

The corrosive nature of this ejected concoction will continue to eat away at inorganic materials—such as: metals, plastic, rubber, etc.—unless washed off. If items such as armour, weapons, or robots are left to corrode they will take an additional 2-20 hit points of damage for each of the continuing 1-8 units of reaction. E.g., an unwashed robot could take an additional 2-20 HPS for 4 units after the initial blast. Corrosive grenades are also known as acid baths, and Draino bombs.

4) Cryoblast Grenade

Range:PSTR
Area of Effect:8h
Damage:3-30 (3d10)
Wate:1kg
EXPS:300
Value:500

The cryoblast grenade subjects everything in its area of effect to a blast of freezing cold. The grenade is not only capable of freezing things solid, but it can trap targets in the ice that it produces. Medium, or smaller, sized targets have a % chance, equal to the damage inflicted, of being trapped in the ice. So a medium sized beasty that took 19 points of damage would have a 19% chance of being frozen immobile. The cryoblast grenade can also freeze swords in scabbards, render buttons frozen, jam weapons, etc. The cryoblast is also known as a cryofrag, a berg bomb, or a rinkmaker.

5) Energy Drain Grenade

Range:PSTR
Area of Effect:Special
Damage:Special
Wate:0.5kg
EXPS:275
Value:3000

An energy drain grenade will suck the life out of nearby potential energy stores (batteries), and then self destruct. Any batteries within a 10 hex radius will be instantly devoid of charge. The grenade will then shower a smaller 3 hex area of effect with its fragments, and kinetic energy. This explosion will inflict 1d4 hit points in damage for every battery drained. Therefore, if a hapless target has three batteries in her weapon, 4 in her backpack, and a nearby expedition member has a total of 9 on her person, the grenade would explode—in 0 to 3 units—inflicting 16d4 of damage to all within 3 hexes.

The energy drain grenade cannot affect robot batteries, or power plants. Psionic batteries get a save vs. mental attack before losing a battery life. The psionic attack strength of the grenade attack is 0. Note that an energy drain grenade could kill a persona using psionic batteries by reducing her MSTR to 0. The energy drain grenade is also known as an Amp-ire grenade, or a Never-ready.

6) Energy Grenade

Range:PSTR
Area of Effect:15h by 15h by 1h
Damage:12-48 (12d4)
Wate:1.0kg
EXPS:300
Value:5000

The energy grenade emits a controlled lazer explosion of the given volume (15h x 15h x 1h). Regardless of the terrain in which the grenade is employed, it will always occupy the given volume. Note that the 1 hex component will always run parallel to gravity. The grenade’s blast area will race along corridors, through open doors, around corners, and down escalators. Using this weapon in unfamiliar terrain could have its effects hurtling directly back at the thrower. The energy grenade is also known as an anti-trench grenade, or a mouser.

7) Exploding Pin Grenade

Range:PSTR
Area of Effect:4h
Damage:1d6 per pin
Wate:1.25kg
EXPS:150
Value:650

The exploding pin grenade is a rather sadistic version of a micro grenade launcher. When an EPG goes off, it showers the 4 hex area of effect with tiny pins. These tiny pins can stick into the hardest of alloys (AR less than 1000). When ever a pin hits, it will immediately explode inflicting the d6 damage described above. The key is the number of pins which stick into a target, and this depends solely on the target’s size. Use Table 45.7, Pin Hit to determine how many pins will explode for damage.

Table 45.3 Pin Amount

Determine the number of nasty little exploding pins ejected by this grenade.
Target SizePin Amount
SizePins
Tiny1-3
Small1-4
Medium1-6
Large2-12 (2d6)
Gigantic3-18 (3d6)

8) Fragmentation Grenade

Range:PSTR
Area of Effect:1h
Damage:5-50 (5d10)
Wate:0.85kg
EXPS:125
Value:75

A fragmentation grenade is your common everyday run of the mill shrapnel grenade. These are commonly called frags, or grenades.

9) Fusion Grenade

Range:PSTR
Area of Effect:10h
Damage:10-120 (10d12)
Wate:2.0kg
EXPS:300
Value:4000

A fusion grenade unleashes a micro nuclear explosion. In addition to damage from the initial nuclear blast, there are a host of other nasty effects that increase the deadliness of the weapon. Any flammable object within 15 hexes of the epicenter has a % chance (equal the damage of the blast) of immolating. Anything ignited by the grenade will burn until extinguished. Any organic creatures within 20 hexes of the epicenter not actively shielding its eyes will have a % chance (equal to 1/ 2 the blast damage) of being blinded for 1-10 minutes. And lastly, any target within 30 hexes of the epicenter is subject to a radiation attack of an intensity equal to 1/10 of the blast damage (See Saving Throws).

Any reader should have noticed that this is not a close combat weapon, and the even more observant readers have noticed that a fusion grenade cannot be thrown without having some effect on the attacker.

The effects of a fusion grenade are cumulatively lethal. Any target caught within the 10 hex radius would first take damage, let’s say a modest roll of 60 hit points of damage. Then there is a 60% chance a catching on fire, a 30% chance of being blinded, and then an intensity 6 radiation attack. Only the most hardy of souls are going to survive this.

For effect the ref can make the 10 hex area of effect a lingering radiation zone of an intensity equal to 1/10 of the blast damage. The radiation zone’s intensity level will decrease by one point per hour, day, or week, depending on how dirty the grenade was. Fusion grenades are also known as micro-nukes, and tactical nukes.

Last Enemy by H. Beam Piper. Astounding Science Fiction 1950. Illustration Ron Miller
It has been a gas gentlemen.

10) Gas Grenade

Range:PSTR
Area of Effect:13h
Damage:Special
Wate:0.95kg
EXPS:275
Value:250

The gas grenade discharges a toxic combination of contact, and respiratory poisons in a dense enough mist to affect any organic creatures within it. The cloud of gas will dissipate in 1-8 unit All targets must save vs. poison attack for every unit that they are within the area of effect. Prevailing winds may affect the duration, and intensity of the gas cloud if the ref sees fit. The gas’s intensity will vary from 4-24 (4d6). This value is generated once for the entire cloud, and will determine if it is a strong or weak gas.

The type of gas ejected by the grenade can be rolled on Table 45.4: Gas Type. This table will explain the gas’ effect on targets, and how long these effects last.

Table 45.4 Gas Type

Nasty gases are ejected from this grenade.
Die Roll (1d100)Gas EffectDuration
Die RollGas EffectDuration
01-10Blindness1-10 minutes
11-20Comatose1-10 minutes
21-30DeathForever
31-40Insanity1-4 hours Table
41-50Lethargy1-10 minutes (1/2 movement)
51-60Nausea1-20 minutes (1/2 attributes)
61-70Paralysis1-20 minutes
71-80Attribute attack1-6 minutes (minus 1d10)
81-90Unconsciousness1-4 hours
91-99Vomiting1-6 minutes (incapacitated)
00Ref's Own Table

11) Gravruptor Grenade

Range:PSTR
Area of Effect:25h
Damage:Special
Wate:2kg
EXPS:300
Value:6000

The gravruptor grenade generates 1-6 random gravities of anomalous attraction. The effect will either smash targets into the ground, throw them high into the air, or fling them off into space. The gravruptor grenade produces an instantaneous burst of random acceleration, and newtonian physics conveniently need not be applied. Objects greater than 10 tonnes in wate are not affected by this grenade’s attack.

There is a 50% chance that the gravruptor grenade will add 1-6 g to the local terrain. The effects of this should be obvious, as targets crash to the ground, weapons are torn from grasps, and vehicles grind into the dirt. This pressing problem will also inflict damage to all targets in the area of effect. This damage is 1 to 12 hit points in damage per extra gravity. E.g., 3 gravities would smash targets into the ground for 3-36 hit points of damage.

When the gravruptor grenade is reversing gravity there will be an acceleration of 1-6 gravities in a direction opposite to the present gravity direction. The general effect is that things go flying into the air. All items are lifted 1 hex in the air per anomalous gravity. There is no damage inflicted on the initial toss up, but the subsequent trip down from 1-6 hexes will inflict substantial damage. There will be 1-6 hit points of damage inflicted per hex that the target falls through. If the targets should hit a ceiling, or some other such covering, on the way up they would take 1 to 6 hit points per gravity inflicted.

All of the above effects are described for a normal gravity world. What effects this grenade has on high gravity and low gravity planets depends entirely on the ref.

The effects of this weapon in zero gravity are described here because this is the environment that the weapon was primarily designed for. All targets are subjected to 1 to 6 hit points of damage per gravity of acceleration, and fly away from the grenade’s target hex at 1 h/u for every 2 points of damage. So if a target in deep space took 5 gravities, inflicting 16 hit points of damage, she’d fly away at 8 h/u until stopped.

The gravruptor grenade is also known as a downer, and a jump bomb.

12) Magnetic Disruptor Grenade

Range:PSTR
Area of Effect:15h
Damage:Special
Wate:1.5kg
EXPS:300
Value:4500

The magnetic disruptor grenade will generate a super attraction for a particular type of material. Whatever the grenade attracts will hurtle towards the epicenter of the area of effect at very high speeds. Nine times out of ten the grenade will attract metals and alloys. The remaining 10% of the time some other obscure material will be drawn towards the grenade (flesh, plastic, lumber, concrete). If there is dispute as to whether a particular material is affected by the grenade then the referee and player should consult the highly technical and well researched Sphincter Dice described in chapter 16, Special Rolls. For instance, does this grenade affect the weapons that the opponents are holding?

This grenade can have lethal effects, since great big chunks of plastic, or metal, will be racing across the area of effect. The referee must decide whether or not a persona is a potential target of flying debris. If the grenade were detonated in a junk yard everyone would almost certainly take maximum damage from the flying material. Deciding who is hit be the debris is determined by the referee. How much damage is inflicted is determined by the wate of the debris.

If a persona is hit by flying debris, she will take at most 20d4, and at the least 1d4 hit points in damage. Magnetically attracted junk will inflict 1d4 hit points per hex per unit that it is travelling. The wate of the object is divided into the arbitrary number of 20 h/u per kg, and this will determine how fast and how dangerous the projectile is. A 2 kg projectile would inflict 10d4, and move at 10 h/ u. A 20 kg object would harmlessly tumble along at 1 h/u, possibly inflicting a d4 of damage if it were to roll over a sleeping target. Objects that are less than 1 kg in wate may move faster, but cannot inflict more than 20d4 damage. Objects greater than 20 kg cannot move slower than 1 h/u, nor inflict less than a d4 of damage. Objects which have a wate greater than 500 kg will attract the grenade instead of vice versa. The user could employ this grenade to attract herself towards a space vehicle.

A simpler way to determine the damage is each persona will randomly be subject to 1-20 (1d10) 1d4 in damage.

13) Mini Grenade

Range:1/2 PSTR
Area of Effect:To Hit Roll
Damage:3-18 (3d6)
Wate:0.1kg
EXPS:170
Value:1000

Mini grenades are so small and light that they cannot be thrown far, and must hit the target to inflict damage. Because they are so diminutive in size, mini grenade users may wish to throw a handful of these micro explosives at their target. The persona can throw up to three mini grenades in one handful. The first grenade attacks at minus 50, the second at minus 75, and the third at minus 100. Remember that the grenades only need to hit the target, and not penetrate armour to inflict damage. Mini grenades are also known as pea grenades, or pill grenades. High tech mini grenades can become extremely small indeed.

Table 45.4 Size Armour Rating

The pin grenade has differing pin delivery depending on the size of the target in the area of effect.
Target SizeArmour Rating
Target SizeArmour Rating
Tiny700
Small600
Medium500
Large400
Gigantic300

Mini Gas Grenades: There is a 10% chance that a mini grenade will have the effects of a gas grenade, modelled after Gas Grenades, #10 in this chapter. Mini gas grenades do no damage, but have an effect similar to one of the regular gas grenades. The area of effect for the, mini gas grenade is no larger than the target hex in which it lands, and the attacker need only hit the target hex as with a regular grenade. Any targets caught within this brief puff of gas need only make one save vs poison, since the cloud dissipates the same unit it appears.

Mini Pyrotechnic Grenades: There is also a 10% chance that mini grenades will function the same as pyrotechnic grenades, modelled after Pyrotechnic Grenades, #18 in this chapter. Mini pyrotechnic grenades do no damage, and function identically to regular pyrotechnic grenades in all respects. The grenade user need only hit the target hex that the grenade is aimed at.

14) Molecular Disruptor Grenade

Range:PSTR
Area of Effect:Special
Damage:8-64 (8d8)
Wate:1.7kg
EXPS:300
Value:10000

A molecular disruptor is a temperamental disintegration grenade. When it is discharged, it is capable of turning matter into a warm, seething cloud. The problem is that neither the thrower, nor the grenade, has any idea how much matter is about to be disrupted. Each time a molecular disruptor is used Table 45.10, Extent ofDisruption, must be referred to to determine how devastating the effect is.

The table lists both damage and disintegration values. Damage is caused by thin slivers of disintegrated matter, that punch microscopic holes through targets in the given area of effect, inflicting 8 to 64 (8d8) hit points in damage to all targets. Disintegration indicates that all matter—this includes personas—has been turned into an effervescent cloud of warm gas. The effect of this on matter is devastating, and final. Any organic creatures caught in a disintegration area of effect will be killed.

The molecular disruption grenade is also known as a disintegration grenade.

Table 45.5 Disruption Event

Determine the extent of molecular disruption and destruction.
Die Roll (1d100)DestructionDamage
Die RollDestructionDamage
01-10NoneNone
11-80None2h
81-901h4h
91-962h6h
97-993h8h
00Ref's Own Table

15) Multiple Explosive Grenade

Range:PSTR
Area of Effect:Special
Damage:Special
Wate:2.0kg
EXPS:250
Value:1000

The multiple explosive grenade is the exploding cigar of lethal combat. This grenade is thrown and will explode like any other normal grenade, but that is where the similarities end.

Once the first explosion has discharged its deadly casing, the grenade is flung into the air, only to land and explode again. The successive explosions will be 0 to 3 units apart, and 1 to 6 hexes in a random facet direction from the previous target hex. There are three versions ofthis grenade, use the Grenade Pattern Table to determine which pattern is followed. The radius of the area of effect, and the damage are listed for each of the grenade’s multiple explosions. Such grenades are dangerous to the expedition because they can easily hop their way back to home ranks. Unless properly identified,

a multiple explosive grenade is indistinguishable from a regular grenade.

Multiple explosive grenades are also known as jumping jacks.

Table 45.5 Multiple Explosions

How many explosions are hidden in this gift that keeps on giving.
Die Roll (1d100)NumberArea of EffectDamage
Die RollNumberArea of EffectDamage
01-5035h4-40 (4d10)
3h3-30 (3d10)
0h-- (thud dud)
51-8536h5-50 (5d10)
4h4-40 (4d10)
2h3-30 (3d10)
86-994 times5h4-40 (4d10)
00Ref's Own Table

 

16) Napalm Grenade

Range:PSTR
Area of Effect:2h by 8h swath
Damage:6-60 (6d10)
Wate:1.75kg
EXPS:300
Value:2000

The napalm grenade is unique in that it has a swath area of effect as opposed to a spherical area of effect. When the grenade is discharged, it launches itself into the air for an 8 hex trip while raining adhesive flammables all along its course. Normally this grenade will launch itself in the same direction that it was thrown. If the thrower is unskilled in grenade combat, and rolls less than 200 on her to hit roll the napalm grenade will launch itself in a random direction.

Anything caught in this blazing area of effect will take the damage listed, will immolate, and will continue burning for 2-8 units. The continued burning will inflict 2-24 hit points of damage each unit.The 2 hex by 8 hex patch of flame will burn itself out in 1 to 10 minutes. Referees should also be prepared to consider the effects of smoke inhalation, which is unavoidable when this weapon is used in enclosed spaces.Napalm grenades are also labelled phosphorous grenades and Smoky the Fear bombs.

17) Pin Grenade

Range:PSTR
Area of Effect:4h
Damage:1-10 (1d10)
Wate:1.0kg
EXPS:150
Value:500

The pin grenade is the needier of area of effect combat. The pin grenade pierces everything in its 4 hex radius of effect with hollow pins. In addition to the damage taken from the shower of pins, each projectile can inject toxins stored in its head. This means that organic targets will have to make a save vs. poison, or be affected by the attack.

Consult Table 45.4: Gas Type to determine what kind of attack the pin grenade has. A liquid pharmaceutical could also be placed within the holding well of the pin grenade. There is a 20% chance that a pin grenade will not harbor any toxin at all, and this means it can be filled with whatever toxin the persona has available.

The intensity of the chemical will vary from 3 to 18. The persona must make a saving throw even if a beneficial pharmaceutical has been placed in the pin grenade. If the saving throw is successful the drug will have no effect. This represents the randomness of dose that the target is receiving.

The pin grenade is also known as a porcupine, or inoculator grenade.

Table 45.4 Gas Type

Nasty gases are ejected from this grenade.
Die Roll (1d100)Gas EffectDuration
Die RollGas EffectDuration
01-10Blindness1-10 minutes
11-20Comatose1-10 minutes
21-30DeathForever
31-40Insanity1-4 hours Table
41-50Lethargy1-10 minutes (1/2 movement)
51-60Nausea1-20 minutes (1/2 attributes)
61-70Paralysis1-20 minutes
71-80Attribute attack1-6 minutes (minus 1d10)
81-90Unconsciousness1-4 hours
91-99Vomiting1-6 minutes (incapacitated)
00Ref's Own Table

18) Pyrotechnic Grenade

Range:PSTR
Area of Effect:5h
Damage:None
Wate:0.35
EXPS:100
Value:175

Pyrotechnic grenades are smoke, sonic, and flash weapons. These are not used so much as weapons, but as support devices for military maneuvers, or a magic show. Pyrotechnic grenades come in any combination of the above, roll on Table 45.6 Pyro Combo to determine the pyrotechnics.

Table 45.6 Pyro Combo

Fabulous fireworks of ferocity.
Die Roll (1d100)Pyro Combo
Die RollPyro Combo
01-30Flash
31-60Smoke
61-90Sonic
91-92Flash and Smoke
93-94Flash and Sonic
95-96Smoke and Sonic
97-98Flash, Smoke and Sonic
99-00Ref's Own Table

Smoke: A smoke grenade does nothing more than fill the area of effect with very dense smoke. The smoke will settle in 1 to 10 minutes.

Flash: Flash grenades will temporarily blind any target that has optical sensors. The sensors (eyes, cameras) will remain inoperative for 1 to 10 units. There is a saving throw versus intensity 2 to 16 (2d8) poison.

Sonic: Sonic grenades have a lovely eardrum numbing boom that accompanies their discharge. Any audio receptors in the area of effect will be rendered completely inoperative for 1 to 10 minutes, and ring- fer a good time after that. There is a saving throw versus intensity 2 to 16 (2d8) poison.

19) Radiation Grenade

Range:PSTR
Area of Effect:12h
Damage:3-18 (3d6)
Wate:2.8kg
EXPS:200
Value:1000

The radiation grenade viciously douses its 12 hex area of effect with a variety of lethal radiation types. Anyone caught in the bath area will take 3 to 18 HPS of damage, but must also save vs. a radiation attack of an intensity equal to the damage rolled. The attack will leave the area of effect radioactive for 3-18 days, or 1 day per intensity level of the radiation. The radiation zone loses 1 degree of intensity each day until clean. The radiation zone will always read anomalous to a radiation detector. The radiation grenade is also known as a Neutron grenade, or a micrograve.

20) Skylighter Grenade

Range:PSTR
Area of Effect:40h by 30h rectangle
Damage:4-40 (4d10)
Wate:2.95kg
EXPS:300
Value:5500

The sky lighter is a truly outdoorsy type of grenade. When it initially discharges, it inflicts no damage, and explodes straight up, disappearing into the sky. 2 to 6 units later all targets in the rectangular area of effect will be rained upon with piercing ice. This grenade depends on complex meteorological mechanisms which are useless if used indoors, in liquid free atmospheres, or in zero gravity. The sky lighter grenade is also known as a painmaker, rainmaker, or chicken little bomb.

21) Torc Grenade

Range:PSTR
Area of Effect:12h
Damage:None; 12-144 (12d12)
Wate:1.75kg
EXPS:275
Value:9000

The torc grenade does no damage to targets not contained within a force field. Any force field that comes into contact with the area of effect of a torc grenade will be destroyed, and all occupants will take the allotted damage (12-144 hit points). If the force field is less than 12 hexes in radius, the torc grenade will destroy it, and damage all targets with in it. The torc grenade cannot knock down a force field greater than 12 hexes in radius, but every target within it will take damage. The torc grenade will have no effect what so ever on force fields greater than 24 hexes in radius. A force field powered by a renewable power plant will stay knocked down for 1 to 10 minutes. The torc grenade is also known as a force field disruptor.

Ding. Dong. Facial calling.
Ding. Dong. Facial calling.

Aerosols

An aerosol is a cylindrical canister that violently ejects a pressurized, gaseous solution through a push button valve. When activated, an aerosol will discharge all of its contents, and cannot be used again. Unlike grenades, aerosols lack a history of military use. The canisters could have arisen from yet unforeseen methods of conflict, or could merely be maliciously employed industrial devices. Aerosols are rolled on the Grenades /Aerosol Type table, and any roll greater than 50 will yield an aerosol. 

Range

Aerosols: The range of an aerosol depends entirely on the pressure of its contents. This internal pressure usually ejects the contents ofthe aerosol a safe distance before exploding with an area of effect blast. Some aerosols have an swath area of effect, and the range represents the longest dimension of this area of effect. For more info see chapter 30, Grenade and Aerosol Combat.

Area of Effect

 Aerosols: An aerosol is an area of effect weapon. First the contents of the aerosol are sprayed a certain distance, and once reaching that range (or hitting a solid object) the contents explode about their area of effect. For example, a freezing aerosol has a 9 hex range, and an 8 hex area of effect. This aerosol fires out 9 hexes, and then freezes everything in an 8 hex spherical area of effect.

Damage

This is the hit point range that is inflicted upon any target caught within the area of effect of either an aerosol or grenade. Wherever the damage has been omitted, the grenafielaerosol has some other special effect. Remember that damage is rolled once, and applied to all targets within the area of effect. Unless specified therelis no save versus area of effect attacks.

Wate

This is the wate of an unspent grenade, or aerosol. An empty aerosol canister has a wate 10% of its original wate. E.g., 2 kg aerosol is reduced to an empty 200 gm canister.

EXPS

Experience points for identifying a grenade, or aerosol, are earned the same as for any other artifact. An equivalent experience point value can be earned after either weapon has been discharged, but these EXPS can only be earned by the firer. 

Value

The value of a grenade, or aerosol, is the value of one charge. In some cases aerosols can generate more than one charge, but even with these modifications such aerosols still have the same value.

Trigger

Aerosols are even simpler to use than grenades. Push the release valve on top of the canister, and all its contents instantly spray out for all their described effects.

Amount

The ref rolls a d8 to determine the number of aerosol canisters found in a package.  For powerful campaign altering aerosols one will suffice.

Description

The aerosol can appears to be an oversized version of today’s typical Freon container. The aerosol may have a distinctive colour—either the canister, or the jet—that can be rolled on the Grenade Colour table.

Aerosol Markings: Since many of the aerosols described in this chapter are non-military in. nature, many may still have their industrial labelling intact. To determine the literacy of an aerosol’s labelling roll a d10. A roll of 1 indicates unintelligible labelling. This is labelling that is either in an alien language, has incorrect instructions, or is somehow damaged. A roll of 10 will yield an aerosol with proper markings, and instructions. Proper labelling may greatly reduce the ExPs value of an aerosol, but increase its monetary value. All other rolls (29) indicate that no markings of any sort are listed on the aerosol canister.

Aerosol Type

Roll on table 45.6: Aerosol Type to determine aersosol type. This table should not be used for generation of TOYs for personas. It is not properly balanced for initial artifact rolls.

Table 45.6 Aerosol Type

A directional area of effect weapon that is stored in a canister and activated by button push.
Die Roll (1d100) Aerosol Type
Die RollWeapon
01-0522)Anti Lazer
06-1023)Attraction
11-1524)Blinding
1625)Catabolic Dismodulator
17-2126)Demagnetizing
22-2327)Disintigration
24-2828)Exploding
29-3329)Foam
34-3830)Freezing
39-4331)Gas
44-4832)Invisibility
49-5333)Matter Detector
54-5834)Mistor
59-6335)Molecular Diffusion
64-6836)Napalm
69-7337)Paint
74-7838)Pharmaceutical
79-8339)Poison
84-8740)Repellent
88-9141)Siren
92-9542)Smoke
96-9943)Web
00Ref's Own Table

22) Antilazer Aerosol

Range:4h
Area of Effect:7h
Damage:None
Wate:2.0kg
EXPS:275
Value:1000

The antilazer aerosol will dissipate any lazer bolts which pass through its gaseous field. The antilazer aerosol cloud does not obscure vision, but it does does cause lazers to flare out into harmless glowing balls. The antilazer aerosol affects lazers, but energy attacks—fission, fusion, plasma—are unaffected. There is no limit to the amount of damage that antilazer aerosol can dissipate, and shimmering cloud will simply evaporate 1-10 minutes after it was sprayed.

23) Attraction Aerosol

Range:None
Area of Effect:1 km
Damage:None
Wate:2.0kg
EXPS:250
Value:1000

The attraction aerosol is an incredibly potent anti-repellant. The attraction aerosol discharges pheromones, vibrations, chemicals, or sounds that attract a particular type of creature. Whatever type of creature is affected by this aerosol will swarm towards where it was discharged. The creatures will be hungry, desperately in love, or just plain curious. Exactly how many referee personas approach the expedition depends mostly on the mood of the referee. The ref should moderate a wholesale onslaught of deadly attackers with lots of harmless aliens. The basic effect is: thrice as many dangerous encounters a day; this will continue for 2 to 8 days. This aerosol is also known as a love bomb.

Table 45.7 Attracted Personas

Everything within range of this aerosol will be drawn towards the epicenter of the discharge.
Die Roll (1d100)Attracted Type
Die RollType
01-06Ambushers
07-12Carnivores
13-18Chasers
19-24Chemosynthetic
25-30Detritorvores
31-36Herbivores
37-42Hunters
43-48Mitotic Reproducers
49-54Omnivores
55-60Oviparous Reproducers
61-66Photosynthetic
67-72Spore Reproducers
73-74Parasitic Reproducers
75-78Trappers
79-90Vivaporous Reproducers
91-92Robots
93-99Anthros or Anthro Type
00Ref's Own Table

24) Blinding Aerosol

Range:12h
Area of Effect:3h
Damage:None
Wate:2.0kg
EXPS:300
Value:50

Any target with organic optical sensors must save versus poison or be blinded when subject to this attack. Every 3 units spent within the cloud will require the target to make another save versus poison or be blinded. The save is against intensity 2-20 (2d10) poison. If blinded, the target will remain blind for 0 to 9 minutes. If the duration of the blindness is less than 1 minute, the target will be blinded for 1 to 20 units. The cloud of the aerosol is invisible, and will dissipate in 1 to 12 units. Any target entering the cloud must save versus blindness. The blinding aerosol is commonly called tear gas.

25) Catabolic Dismodulator Aerosol

Range:12h
Area of Effect:3h; Special
Damage:5-60 (5d12); Special
Wate:2.0kg
EXPS:300
Value:25000

The catabolic dismodulator turns inorganic matter into an opaque, multi-hued, cloud of gas. The effects are devastating to equipment, and robots. If the ref feels that the effects of this weapon may severely disrupt the course of a campaign, she may allow persona robots a save versus intensity 13 to 28 (10+3d6) poison, or be destroyed. Note that only solid inorganic matter within the target hex is dismodulated. The 3 hex area of effect refers to the cold damage taken by all targets within the area of effect cloud. Those organic creatures hit directly with a catabolic dismodulator have a 5% chance of  dismodulating along with their equipment. If the dice should indicate this, it is only polite to offer the same saving throw awarded to persona robots. If the player fails this roll her persona is dead. Jump to saving throws  for more information.

26) Demagnetizer Aerosol

Range:12h
Area of Effect:5h
Damage:None
Wate:2.0kg
EXPS:300
Value:25

The relevance of this aerosol to anything in particular escapes me, it is sort of an industrial strength tape head cleaner which briefly nullifies the weak forces of magnetism. The obvious problems that could arise from this are: magnetic buckles detaching themselves; TV sets going blank; magnetic legs (vehicles, and robots) collapsing; electronic components ceasing to function; computer memories being erased; and little plastic animals falling off of the fridge. Military electronics will get a save versus mental attack, intensity 3 to 18, to avoid being affected by the attack. The magnet’s battery source, the magnets themselves, or any electronic components will be restored to normal operation after 3-18 units. There is a 1% chance per unit of dysfunction of a device being permanently damaged. See Chapter 21: Equipment Damage for what tragedy demagnetization could cause. 

27) Disintegrator Aerosol

Range:15h
Area of Effect:1h
Damage:Special
Wate:2.0kg
EXPS:300
Value:12000

The disintegrator aerosol turns inorganic substances into dust. More refined, and discerning, than its cousin the catabolic dismodulator aerosol, the disintegrator aerosol will only affect a certain substance. The substance type is determined on Table 45.8: Disintegration Type. Any amount of this material caught in the 1 hex area of effect will be broken down into a useless dust massing much less than its previous wate.

Any complex equipment, composed of many basic materials, caught in the area of effect has a % chance, determined by the referee, of malfunctioning. The malfunction is assumed to have been caused by some integral part of the device disintegrating into dust. The chance of this happening can be determined by rolling Sphincter dice, as described in chapter 16, Special Rolls. The extent of the damage should be determined in Chapter 21: Equipment Damage

Table 45.8 Disintegration Type

This aerosol has a very focused material type that is disintegrated.
Die Roll (1d100)Material
Die RollMaterial
01-30Alloys
31-45Metals
46-60Plastics
61-65Ceramics
66-70Soil
71-80Stone
81-98Cured Organic/wood
99Flesh, skin, organic
00Ref's Own Table

28) Exploding Aerosol

Range:None
Area of Effect:1h
Damage:5-60 (5d12)
Wate:2.0kg
EXPS:300
Value:100

This sadistic device explodes like a fragmentation grenade when it is triggered. All targets in the 1 hex area of effect take the damage listed. The referee should note that it is very impolite to laugh when an exploding aerosol is discharged.

29) Foam Aerosol

Range:None
Area of Effect:8h; 2h deep
Damage:None
Wate:2.0kg
EXPS:100
Value:250

The foam aerosol creates a pad of creamy foam 16 hexes across, and 2 hexes deep. For the first minute, the foam can be easily travelled through. By the end of the second minute the foam is starting to thicken, and movement is halved. Three minutes after being discharged the foam will be so viscous that movement will be reduced to one quarter. The pad will be completely solidified 4 minutes after its discharge, and anything caught within it will be completely trapped. At no time, even during the solid phase, is breathing hampered in any way by the foam. Anything entombed by the foam pad will starve to death before anything else. The foam is not much stronger than styrofoam, but only those persons trapped in the outer edges, and those who are particularly industrious will be able to free themselves. The colour of the foam will be the same as on the outside of the aerosol canister. Once solid, the foam is structurally sound, and well insulated. This aerosol has been given synonyms such as the insulator, and the homemaker.

30) Freezing Aerosol

Range:9h
Area of Effect:8h
Damage:5-60 (5d12)
Wate:2.0kg
EXPS:300
Value:1000

The freezing aerosol subjects all targets in its area of effect (8 hexes) to an enthalpy attack, coating everything with ice and snow. The freezing aerosol has a % chance, equal to the damage inflicted, of entrapping large, or smaller, sized targets in ice. This attack also freezes switches in place, triggers in the firing position, pins in grenades, pant zippers closed, etc.

31) Gas Aerosol

Range:7h
Area of Effect:6h
Damage:Special
Wate:2.0kg
EXPS:250
Value:900

The gas aerosol fills the area of effect with a pall of transparent, but noticeable gas. The cloud of gas will affect all within it, and saving throws vs. poison must be made for every unit within the area of effect. The cloud will dissipate in 4 to 16 units. The intensity of the poison in the gas cloud varies between 2 and 16. Roll on the below table to determine the effect of the gas.

Table 45.4 Gas Type

Nasty gases are ejected from this grenade.
Die Roll (1d100)Gas EffectDuration
Die RollGas EffectDuration
01-10Blindness1-10 minutes
11-20Comatose1-10 minutes
21-30DeathForever
31-40Insanity1-4 hours Table
41-50Lethargy1-10 minutes (1/2 movement)
51-60Nausea1-20 minutes (1/2 attributes)
61-70Paralysis1-20 minutes
71-80Attribute attack1-6 minutes (minus 1d10)
81-90Unconsciousness1-4 hours
91-99Vomiting1-6 minutes (incapacitated)
00Ref's Own Table

32) Invisibility Aerosol

Range:None
Area of Effect:0h
Damage:None
Wate:2.0kg
EXPS:300
Value:250000

The magical invisibility aerosol permeates all visible matter within its area of effect with a substance that does not reflect, or deflect the path of light. Everything in the area of effect will be undetectable to sensors that use reflected light. Sonar, infravision, ultravision, and other such sensors will detect these “invisible” objects normally.

Everything within the hex of discharge will be invisible: the ground, walls, equipment, personas, halves of personas. The aerosol does an effective job of making the targets disappear, but remember that these invisible objects still exist. Equipment is easily lost, personas still make noise, personas still smell, and eye hand co-ordination is virtually non-existent. The invisibility aerosol can offer a great escape route, but can also cause a lot of trouble for the users. The effects of this aerosol will last for 1 to 4 days.

33) Matter Detector Aerosol

Range:12h
Area of Effect:12h
Damage:None
Wate:2.0kg
EXPS:100
Value:400

The matter detector aerosol is much more useful than its title implies. Any solid matter within the area of effect of this aerosol will be affixed with chemicals that emit low levels of heat, light, radiation, and vibrations. This allows matter to be detected by any of the more common sensors (eyes, infravision, sonar, etc.). The aerosol can also be used to determine whether something is composed of solid matter or not. Hence it makes a good hologram detector also.

All matter in the area of effect will glow light blue, and then fade into glowing technicolor for 14 minutes. The effect of the matter detector will continue for 1 to 4 minutes, and during that time any target can be seen through smoke, darkness, behind holograms, or in hiding places. Any to hit rolls will receive a bonus of +65 to hit on any target hit with a matter detector aerosol. Hiding maneuvers are 10 DDs more difficult if the persona has been affected by this aerosol, and ambushes are 10 times easier to detect. Targets that wish to avoid detection may attempt to disappear after the 1-4 minute duration ends. This aerosol is also called a marker aerosol, or a targeting aerosol.

34) Mistor Aerosol

Range:None
Area of Effect:25h
Damage:None
Wate:2.0kg
EXPS:100
Value:400

The mistor is the complete opposite to the matter detector aerosol. The mistor renders all detection equipment—eyes, sonar, infravision, touch, smell, everything—completely useless when within the area of effect. No lights can penetrate the cloud, yelling is futile, and everything feels cool to the touch. Virtually all sensors are dulled through lack of stimuli. Any attacks made are in a random direction, even if the target recently brushed against the attacker. Movement is random, unless the persona has some form of heightened directional sense. The suspension will remain cohesive for 16 days.

35) Molecular Diffusion Aerosol

Range:10h
Area of Effect:7h
Damage:12-96 (12d8)
Wate:2.0kg
EXPS:300
Value:2500

The molecular diffusion aerosol is a nasty sounding combat weapon that inflicts the prescribed damage to all targets in the area of effect. How the aerosol inflicts its damage, and what happens when it is discharged is left to the improvisational talents of the referee.

36) Napalm Aerosol

Range:8h
Area of Effect:8h by 2h swath
Damage:6-60 (6d10)
Wate:2.0kg
EXPS:300
Value:1900

The napalm aerosol blasts a swath of flaming gas and gel when it is triggered. This is definitely not a toy you’d like to mistakenly point backwards. Anything caught in the blazing area of effect will be seared for 6 to 60 (6d10) hit points of damage, and then promptly immolate for further damage. Targets that have immolated will burn for an additional 2 to 8 units. Burning targets will take an additional 4 to 24 hit points of damage each unit that they are aflame. Other than the flaming targets, the napalm aerosol will extinguish itself immediately.

37) Paint Aerosol

Range:4h
Area of Effect:4h
Damage:None
Wate:2.0kg
EXPS:50
Value:46

The paint aerosol can be used to paint the entire wall of a room with one explosive button push. Unfortunately this time saving feature will paint everything in front of the wall also. The completely indiscriminate nature of the paint aerosol allows it to be used as a weapon. When sprayed onto opponents, or expedition members, they must make a successful saving throw versus poison, or be blinded for 1 to 20 units. The intensity of the poison will be from 1 to 12. The referee may allow the player to use her persona’s DEX instead of CON for this saving throw. The paint colour will be the same as the colour of the aerosol canister.

Area of Effect:10h wide 150h long
Damage:12d4 times 10
Wate:25kg
EXPS:300
Value:250000

38) Pharmaceutical Aerosol

Range:12h
Area of Effect:1h
Damage:None
Wate:2.0kg
EXPS:200 + pharmaceutical
Value:Triple Pharmaceutical

This aerosol can be used to apply long range prescriptions to groups of patients. What sort of plague, military infestation, or Woodstock celebration prompted the invention of such a dispenser is unknown. The pharmaceutical type, effect, duration, etc. is determined in Chapter 50: Pharmaceuticals.

All targets in the area of effect must fail a save versus poison to be affected by the medication. The intensity of the poison (pharmaceutical) is 2 to 20. This intensity is reduced by one for every target in the area of effect. The more potential users, the milder the dose. Note that it is possible to make the spray from this aerosol completely ineffective by having too many targets in the area of effect. The cloud dissipates immediately after it has been ejected.

39) Poison Aerosol

Range:12h
Area of Effect:3h by 12h swath
Damage:Death
Wate:2.0kg
EXPS:300
Value:700

The poison aerosol is a very selective, very lethal, combined nerve gas and respiratory poison. Whatever type of creature is poisoned  by this aerosol must make a save versus intensity 2 to 24 poison, or die. Creatures that save versus the poison attack will automatically be repulsed by the 12 hex x 3 hex swath, and will not cross, or approach the lingering residue. The attack is only lethal to those targets caught within the initial blast, but the repellant effect will linger for 1 to 3 hours. These population strength poison aerosols are usually labelled “raid”, or nerve gas canisters.

Table 45.4 Gas Type

Nasty gases are ejected from this grenade.
Die Roll (1d100)Gas EffectDuration
Die RollGas EffectDuration
01-10Blindness1-10 minutes
11-20Comatose1-10 minutes
21-30DeathForever
31-40Insanity1-4 hours Table
41-50Lethargy1-10 minutes (1/2 movement)
51-60Nausea1-20 minutes (1/2 attributes)
61-70Paralysis1-20 minutes
71-80Attribute attack1-6 minutes (minus 1d10)
81-90Unconsciousness1-4 hours
91-99Vomiting1-6 minutes (incapacitated)
00Ref's Own Table

40) Repellent Aerosol

Range:None
Area of Effect:3h
Damage:None
Wate:2.0kg
EXPS:300
Value:50

This is the pacifist’s version of the poison aerosol. Creatures of the repelled type must save versus poison (intensity 13-28), or not be able to approach anything covered by this aerosol. The aerosol will start to repulse creatures at a 10 hex range. This repelling effect will last for 1 to 6 days. Intelligent creatures may make an additional save each new day in which they approach the repulsive area. Unintelligent aliens will most likely bolt in terror when failing to save versus the repellent. This aerosol is also called off, repex, or protector.

Table 45.3 Repulsed Personas

Everything within range of this aerosol will be compelled to avoid this sediment.
Die Roll (1d100)Repulsed Type
Die RollType
01-06Ambushers
07-12Carnivores
13-18Chasers
19-24Chemosynthetic
25-30Detritorvores
31-36Herbivores
37-42Hunters
43-48Mitotic Reproducers
49-54Omnivores
55-60Oviparous Reproducers
61-66Photosynthetic
67-72Spore Reproducers
73-74Parasitic Reproducers
75-78Trappers
79-90Vivaporous Reproducers
91-92Robots
93-99Anthros or Anthro Type
00Ref's Own Table

41) Siren Aerosol

Range:None
Area of Effect:500h
Damage:2-12 (2d6)
Wate:2.0kg
EXPS:100
Value:75

This ear splitting siren will wail for 2-8 minutes, inflicting 2-12 hit points of damage to all within the area of effect. The siren aerosol will inflict double damage to mutants employing sonar. There is also a 10% chance per hit point of damage inflicted of that the target will become deaf. There is no saving throw granted. Hearing will be restored after 1-10 hours. The screeching will continue to inflict 2 to 12 hit points of damage each minute until the hearing target is deafened, unconscious or out of range. This aerosol has severe environmental effects. When used outdoors most of the smaller animals—birds, hares, jackalopes, and rats—in the 1 kilometer radius of effect will be killed. The expedition will also have to deal with a considerable number of deaf, confused, and possibly angry local fauna.

42) Smoke Aerosol

Range:None
Area of Effect:12h
Damage:None
Wate:2.0kg
EXPS:50
Value:100

This smoke aerosol will instantly discharge a 24 hex diameter sphere of dense smoke. The smoke will obscure the vision of any visual sensors caught within its field. This means that there is a -230 per hex to hit penalty for ranged attacks, unless the persona has some sort of smoke cutting device. The smoke is so dense that it can only be moved by a gale force wind, or a bulldozer. The cloud will disperse in 1 to 8 weeks. The colour of the smoke will be the same as the colour of the canister that it was ejected from.

43) Web Aerosol

Range:8h
Area of Effect:8h by 1h swath
Damage:None
Wate:2.0kg
EXPS:300
Value:1000

The web aerosol splatters the area of effect with a super adhesive goo. Anything caught in the area of effect will be trapped until the webby mess dissipates 2-16 minutes later. Any persona that saunters into the messy web will instantly become glued.

To escape the persona must make a bizarre PSTR roll (kilo-die). Otherwise she is trapped until the web decomposes. During each escape attempt the entrapped persona must ensure that she does not glue her mouth and nose shut risking suffocation. There is a 1% chance of this happening each time that she struggles (attempts to break free). The colour of the web will be the same as the colour of the aerosol canister.The persona can attempt to make subtle movements, such as pulling a gun trigger, activating an aerosol, or taking a pharmaceutical. To this properly she must make a successful difficult DEX (d20) roll, or be unable to move at all.

Procedures such as burning, dissolving or disintegrating the web will have varying chances of success. The chance of an action being successful can be determined by rolling Sphincter dice, as described in chapter 16, Special Rolls. Each attempt to free a persona will indicate a chance to entrap the rescuer. A web aerosol is also known as silly string.