Grenade, Concussion 4d6 B 8 feet 500 cubits Military
Grenade, Frag 5d6 W 35 or 15 feet 600 cubits Military
Grenade, Incendiary 4d10 W 3 feet 1,000 cubits Military
Grenade, Riot 1d4 S 25 feet 350 cubits Military
Grenade, Smoke d4 S 20 feet 200 cubits Military
Grenade, Stun 2d6 S 20 feet 200 cubits Military
G-4 3d12 W 10 feet 600 cubits Military
Ammunition
Standard Varies 15 cubits / 30 rounds Rare
Armor Piercing Varies; ignores 3 W of armor 10 cubits per round Military Explosive Add 2d6 W to weapon damage 50 cubits per round Military
HEDP rocket 1d6 B Vehicle See SMAW Military
HEAA rocket 1d10 W Vehicle See SMAW Military
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SMAW: The Shoulder-launched Multipurpose Assault Weapon was originally designed by Scorpia Military Industries during the First Cylon War to combat Centurions and armor vehicles. The SMAW consists of a fiberglass launch tube, a spotting rifle (capable of firing five 9 mm tracer rounds before reloading), open battle sights, and a mount for optical or night sights (when present, night sight reduces darkness penalty to –2 Skill step). It is capable of firing HEDP and HEAA rockets.
Gr e n a d e s
a n d ex P l o s i v e s
Grenades are small hand-held bombs meant to be thrown or fired from launchers. The Fleet does not have much use for them; they are a ground combat weapon extensively employed by the Colonial Marines.
Grenade, Concussion: This antipersonnel grenade harms those in its blast radius with the sheer concussive power of its explosion.
Grenade, Fragmentation: Frag grenades are antipersonnel devices designed to fill a blast radius with bits of flying shrapnel. Some older ones have a blast radius of about 160 feet, larger
than the distance it can be thrown. Most newer models, however, have a smaller blast radius of about 70 feet. It’s a good idea to find cover before using one.
Grenade, Incendiary: These explosives produce a heat so intense it can melt metal. The chemical reaction does not require oxygen, which means incendiary grenades work under water or in a vacuum. These are
particularly ugly weapons, producing some of the worst and most painful injuries imaginable.
Grenade, Riot Control (Gas): Gas grenades are generally used to control or disperse large groups, or to force enemies out of whatever cover they may be using. The gas causes extreme irritation to the skin, eyes, nose, and throat, and can incapacitate someone if they are exposed long enough.
The cloud of gas remains effective for five minutes. When entering or initially exposed to the gas, characters suffer 1d4 Stun damage. For every 10 turns (30 seconds) they remain in the gas, they suffer an
additional 1d4 Stun damage.
Grenade, Smoke: These grenades are generally used as ground signaling or marking
devices or as a means of screening troop movement (treat as thick smoke, see p. 91). They can be offensive; the smoke produced by one of these grenades can be somewhat irritating to the skin, eyes, nose, and lungs. (See “Visibility” in Chapter Four, Attacking.)
Grenade, Stun (Flashbang): Stun grenades produce a intense “flash” of light and extremely loud “bang.” They temporarily stun an opponent for anywhere from five seconds up to a minute. Stun grenades are used to incapacitate an enemy long enough for them to be captured or fully incapacitated.
Grade 4: G-4 is a military grade plastic explosive. It is a mixture of explosive compound, plasticizer, plastic binder, and a marker chemical so it can be detected and identified. G-4 can be molded into any desired shape, making it easy to inserted into cracks or gaps in a target. It can also be place into an empty shape-charged case. G-4 is known for its durability and reliability. Detonators or blasting caps are needed to trigger it. It can be shot, hit, cut, or even thrown into a fire without detonating. Stories circulate that soldiers have lit small chunks of slow-burning G-4 on fire to heat field rations. Heat and pressure together may cause G-4 to explode; it pays to be careful around any explosive. If lit on fire, don’t stomp on it to put it out.
am m u n i T i o n
Standard bullets come in a variety of sizes. They are all highly effective at stopping a human or a skinjob. They are largely ineffective against a Centurion. Standard is not the only flavor ammo comes in, however.
Armor-Piercing Round: This ammunition is designed to pass more easily through armor. This is the round to fire at a Centurion.
Explosive Round: Almost like a tiny grenade, this round creates a small explosion on impact. These rounds cannot be fired from a conventional weapons, but the pistols used by the Colonial military all have a second barrel dedicated to just that purpose. Explosive rounds cannot be manufactured on Galactica, so they are used sparingly. They come in one size.
HEAA Rocket: High Explosive Anti-Armor rockets are most effective against armored vehicles. It focuses its explosive force on a small area. This allows for maximum damage against armored foes. A HEAA rocket can penetrate up to 22 inches of steel.
HEDP Rocket: The High Explosive, Dual Purpose rocket is most effective against masonry, bunkers, concrete walls, and light armor. With a specially designed “crush switch” in the nose, a HEDP rocket is
Gear
capable of penetrating eight inches of concrete, twelve inches of brick, or seven feet of wood-reinforced sandbags before exploding.
Needle RMP Missile: The missile used in the CAL-SMI 92 Flying Needle detects both infrared and ultraviolet radiation to better distinguish between its target and any countermeasures used against it. It features a set of four processors that process tracking information fed to it by the sighting computer. The Needle RMP missile is equipped with an impact detonator and self-destruct timer (set by operator when launched).
ar m o r
Heavier armor hinders the combatant. The Armor Table indicates the step penalties to Attributes imposed by armor.
Body Armor: Despite its expansive name, body armor is simply a vest that covers the torso. Made of Kevlar and ceramic plates, it greatly reduces the damage inflicted by most weapons, but is designed primarily for stopping bullets.
Body armor absorbs one Wound point from any attack to the torso. Against normal bullets, it converts all Wound damage to Stun damage (or Shock Points if the victim suffers too much Stun). This effect is lessened by armor piercing rounds, and doesn’t apply to explosive ammunition.
Combat Helmet: This basic black military-issue Kevlar composite helmet is covered with a cloth to match the wearer’s uniform. Hits to a helmeted head do not add extra damage, except on an Extraordinary Success.
Combat Suit: Body armor material distributed evenly over the body offers much better protection. The main effects of the suit still apply only to
bullets, but the Armor Rating reduces damage from all attacks (the suit includes a combat helmet with face plate). Unfortunately, the helmet impairs hearing and vision, and is a bit bulky.