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Explosives

The following is a list of new grenades and other explosives (always popular with the heroes) for my Star Wars RPG campaign. By and large, explosives are fairly restricted in the Star Wars universe to military use only, and unauthorized possession can lead to severe penalties in any of the adventuring eras. Any page numbers listed refer to the core rulesbook. The original weapons list can be found on page 116 of the core rulesbook. Some of these items are translations of items found in Rules of Engagement: the Rebel SpecForce Handbook. Rules for items already listed in the Star Wars RPG rulesbook are deliberately omitted, as this is not meant to be a substitute for actually purchasing the basic rulesbook.

Weapon Cost Dam Crit Range Mass Stun/ Fort DC Type Size Group
Explosives, Detonite Tape (5 m) 1,500 3d8/1d8 - - (4) 0.1 kg - Slashing Tiny (Demo)
Explosives, Thermite Gel (1 kg) 1,000 10d6 - - 1 kg - Energy Tiny (Demo)
Grenade Launcher, Rifle-Mount 500 varies - 10 m 1.0 kg varies varies Large Slugthr.
Grenade Launcher, Heavy 2,000 varies - 20 m 5.0 kg varies varies Large Slugthr.
Grenade, Smoke 50 - - 4 m (4) 0.5 kg - See entry Tiny Simple
Grenade, Flash 100 - - 4 m (4) 0.5 kg DC 15 Energy Tiny Simple
Grenade, Ion 200 4d6/2d6 - 4 m (4) 0.5 kg - / DC 15 Energy Tiny Simple
Grenade Launcher Drum 100 - - - 1.0 kg - - - -
Mine, Anti-Gravity 400 4d6/2d6 - - (4) 2.0 kg - Slashing Small -
Rocket Grenade, Frag 400 4d6/2d6 - - (8) 0.5 kg - Slashing Tiny Slugthr.
Rocket Grenade, Stun 500 1d4 - - (8) 0.5 kg 1d6/1d4
DC 15/12
Energy Tiny Slugthr.
Rocket Grenade, Net 200 1d4 - - (4) 0.5 kg - special Tiny Slugthr.
Rocket Grenade, Electronet 300 1d4 - - (4) 1.0 kg DC 12 special Tiny Slugthr.
Rocket Grenade, AP 500 6d8 19-20 - 0.5 kg - Piercing Tiny Slugthr.
Rocket Grenade, Smoke 100 1d4 - - (4) 0.5 kg - - Tiny Slugthr.
Rocket Grenade, Flash 200 1d4 - - (4) 0.5 kg DC 15 Energy Tiny Slugthr.
Rocket Grenade, Ion 400 1d4
4d6/2d6
- - (8) 0.5 kg - / DC 15 Energy Tiny Slugthr.

Explosives, Detonite Tape
Detonite is one of the most stable explosives available in the galaxy in its ideal state, as impact or even fire will not set it off -- Only an electrical charge sent through it will detonate the explosives. Detonite tape consists of a roll of small detonite packets on a strip of adhesive tape, allowing it to be quickly put up for precision work in demolitions. (The adhesive will even work under water.) Each roll of 5 meters comes with an electrical detonator which can be set to a timer, or triggered by remote. (It's also fairly easy to use this for sabotage, putting the detonite tape in a place where an electrical surge going through it -- such as powering on a piece of equipment -- will set off the detonite.) Detonite tape can be fixed in place typically with a Demolitions check against a DC of 15. Failure means either that the charge wasn't properly fixed up, and the tape does not go off when intended, or else that it wasn't properly affixed to the target, and only the blast radius damage of 1d8 is inflicted. Detonite tape is not especially powerful, and is generally meant to be used as a reliable charge to commit acts of sabotage, create (expensive) distractions, or to set off secondary explosions. Disarming detonite tape is as simple as cutting the tape so that a charge can't complete a circuit through it.

It should be noted that detonite has a shelf life of approximately 10 years, after which it quickly becomes incredibly unstable -- unstable detonite can be set off by sparks, static electricity, extreme heat or open flame, ionic discharges, or rough handling. If any character carrying unstable detonite tape is hit by an attack or falls, roll 1d6: on a 1, any detonite tape carried by the character detonates. It is also set off by a Demolitions check failed by 5 points or more. Unstable detonite has a blast radius damage of 2d8 instead of the normal 1d8.

Explosives, Thermite Gel
This is a very specialized type of explosive that generates considerable heat, typically used to burn through metal. It is a white, putty-like material that can be spread over a surface, then ignited. An entire 1 kg block is capable of dealing up to 10d6 damage, ignoring up to 10 Hardness points, burning for three rounds. (Smaller amounts do correspondingly less damage, at 1d6 per round per 100 grams.) Please note that this is localized damage, and that thermite gel does not "explode" as such. A block of thermite gel won't destroy the target object outright, unless it is fairly small -- Rather, this damage is used to calculate its ability to burn through an obstacle (such as a reinforced door), and create an opening. An entire block of thermite gel is capable of covering up to 20 square centimeters (generally sufficient coverage to provide a new "door", if used to outline the portal to be made). Properly applying and using thermite gel requires a Demolitions check against a DC of 20 -- Failure to do so will still inflict noticeable damage to the door, but (at the GM's discretion) will likely not be focused enough to have the intended effect.

Mine, Anti-Gravity
The most commonly found variation on this basic type of anti-vehicular mine is the Sorosuub XG Anti-Gravity Field Mine, originally used by the Empire as part of a routine procedure whenever Rebel activity was suspected in an area with repulsor technology: They would simply round up all registered repulsorlift vehicles and quarantine them, and then assume that any repulsor vehicles still operating in the area belonged to rebels.

On the flip side, members of the Rebel Alliance also used these weapons to good tactical advantage: Rebels equipped with wheeled, walker or hovercraft (non-repulsor) vehicles would make a hit-and-run attack on motorized Imperial forces, then flee through a field of anti-gravity mines. When the Imperials pursued through the field, they discovered too late that they'd run into another trap.

The standard "anti-gravity" mine is triggered by any repulsor field active within 3 meters. It is possible for troopers and conventional vehicles to move over this mine without setting it off, so long as they don't employ any active repulsor technology.

Anti-gravity mines still have anti-tampering measures, and it requires a Demolitions check against a DC of 15 to successfully disarm a mine. Failure sets off the mine.

Grenade, Smoke
Once triggered, this grenade glows and lets off smoke, making it useful for marking targets for aerial bombardment, or else screening against enemy fire.

Characters caught within the smoke must make Fortitude saving throws (DC 15 + 1 per previous check) each round or spend that round choking and coughing. Heroes who choke for 2 consecutive rounds take 1d6 points of vitality damage. (When vitality is depleted, damage is applied to wounds.)

Smoke also obscures vision, giving one-half concealment (20% miss chance) to characters within it or being shot at through the screen of smoke. Darkvision and the special sensory gear of Stormtrooper helmets ignore this penalty.

Smoke grenades can be purchased with different colors, useful for signalling purposes as well.

Grenade, Flash
This grenade, when it detonates, causes an ionic discharge that disrupts sensory equipment and temporarily blinds those within the area of effect, and creates a flash visible at a distance.

Any character within the area of effect must make a Willpower (not Fortitude) check against a DC of 15 to avoid being blinded by the flash for 2d6 rounds. Characters wearing Flash Goggles get a +2 to their saving throw. Characters with Low-Light Vision have a -2 to their saving throw if the flash grenade is used in an otherwise dark room. Characters using Low-Light Goggles have no bonus or penalty, since the automatic light-adjustment cancels out this sensitivity, but not enough to provide any additional protection. Stormtrooper helmets include flash protection that gives a +4 against blinding from flash grenades. Other gear may provide special bonuses.

Blinded characters cannot see at all, and thus everything has full concealment to him. He has a 50% chance to miss in combat. He has an effective Dexterity of 3, along with a -4 penalty on the use of Strength- and Dexterity-based skills. This -4 penalty also applies to Search and any other skill check for which the GM deems sight to be important. He cannot make Spot checks or perform any other activity (such as reading) that requires vision.

Grenade, Ion
This is a grenade form of an ion-based weapon, causing an ionic discharge that scrambles delicate circuitry. It can be set to either cause damaging effects against electric circuitry (in which case it deals damage as listed), or else it can be used to "stun" droids (in which case any droids in the blast area must make a Fortitude check against a DC of 15 or be stunned for 2d6 rounds). This has no effect on organic targets, unless they have electronic components (such as cybernetic limbs).

Please note that the use of an ion grenade may have unforeseen side effects in highly technological environments, such as on board starships. (They tend to do nasty things to gravplates, and are generally not good to use around magnetic field generators and containment fields.)

Grenade Launcher, Rifle
Not often seen due to the emphasis on the use of blaster technology rather than "slugthrowers", conventional grenade launchers still have distinct tactical uses, and can be attached to various models of blaster or slugthrower rifles. Please note that the added bulk will cause a Medium sized rifle to be treated as a Large sized weapon for purposes of determining whether or not it can be used one-handed, due to the added bulk slung under the barrel when trying to aim with the rifle itself, and the explosive force of the grenade when being launched.

Grenade launchers can only use special grenades made for the purpose. Scavenged conventional grenades can't just be crammed down the barrel and fired. Rocket grenades created for use with a launcher may still be thrown, in which case their range increment is 4 meters, and they are treated as Simple weapons. However, this is not the intended use of such grenades, and a second to-hit roll must be made against a DC of 10. Failure on this second roll means that the rocket grenade failed to actually explode upon impact, even if it hits its intended target.

A rifle-mounted grenade launcher can only hold one grenade at a time. Once the grenade is fired, it takes an action to pop a new grenade into the barrel, and another to fire it.

Grenade launchers are heavily restricted, as they are distinctly for military use only. Only in the most lawless of places will non-military personnel be allowed to carry these about -- and even then, those who are obviously carrying and equipped to use explosives are going to be regarded as serious threats to life and limb, and treated accordingly.

Grenade Launcher, Heavy
This is a dedicated weapon solely devoted to launching grenades, rather than being an attachment to an existing blaster rifle. Rather than requiring the operator to load each grenade separately, it fires grenades from a rotating drum that holds up to six grenades. Replacing a drum with another takes an action. Loading a drum takes one action per rocket grenade. Loading the launcher directly is possible, but it takes one action per rocket grenade. The launcher comes with an empty drum, but additional drums can be purchased separately.

Heavy grenade launchers are heavily restricted, as with rifle grenade launchers, and even more conspicuous.

Grenade Launcher Drum
This is a spare six-cylinder rocket grenade drum for a heavy grenade launcher. Loading a drum takes one action per rocket grenade, and it takes one action to swap drums in a heavy grenade launcher.

Rocket Grenade, Frag
This is a rocket-propelled version of the standard frag grenade, meant to be used with a rocket launcher. The damage listed before the slash is delivered upon a direct hit to a single target, whereas the damage after the slash is that delivered to all within the burst radius.

Rocket Grenade, Stun
This is a rocket-propelled version of the standard stun grenade, meant to be used with a rocket launcher. The damage listed applies only if launched instead of thrown, and is Bludgeoning damage inflicted by the impact of the grenade against the target on a direct hit, before it detonates. (The Stun Damage applies whether thrown or launched, so long as the grenade detonates.)

Rocket Grenade, Net
This grenade explodes upon impact, shooting out cords of liquid cable rather than shrapnel, quickly forming a net that entangles the target. The damage listed is Bludgeoning damage suffered by the target upon a direct impact.

Any character within the burst radius must make a Reflex save against a DC of 15 to avoid being entangled. (Any character actually hit directly by the grenade has no chance to dive out of the way, as that issue has already been settled.) An entangled character suffers a -2 penalty on attack rolls, a -4 penalty to effective Dexterity, and can move only at half speed (and cannot run or charge).

Rocket Grenade, Electronet
This grenade is the same as a net rocket grenade, except that it includes miniaturized power packs and stun filaments. In addition to entangling targets within its range, it can deliver a stun charge to anyone caught in the net (target must make a Fortitude check against DC 12 or be stunned for 2d6 rounds). A setting on the grenade allows it to be set to stun on impact, or else to be triggered by a remote-control device. The remote-control device has a range of 40 meters, and can be attached to the grenade launcher, allowing the mode of the grenade to be changed without having to manually access the grenade itself.

Rocket Grenade, AP
This grenade has a shaped charge, designed to be used against reinforced targets. It ignores up to +4 in Defense Bonus of the target due to armor, and ignores up to 5 points of Hardness. However, it only does damage upon a direct hit, and does not have a burst radius as with most grenades. Also unlike many rocket grenades, it simply cannot be used effectively as a thrown weapon -- Even if it is successfully thrown at the target and manages to be set off, it delivers only 3d8 damage, and doesn't bypass armor or Hardness.

Rocket Grenade, Smoke
This is a rocket-propelled version of the basic smoke grenade. The damage listed is only applied if the grenade is launched and directly impacts a target -- in that case, the damage is applied as Bludgeoning damage. If the grenade is thrown, it's common for the wielder to hit the "detonation" switch immediately, and then throw the grenade, rather than risking throwing it and not actually setting it off.

Rocket Grenade, Flash
This is the rocket-propelled version of a standard flash grenade. The damage listed for this grenade is only applied upon a direct hit on the target, in which case it is treated as Bludgeoning damage.

Rocket Grenade, Ion
This is the rocket-propelled version of a standard ion grenade. The first damage listed for this grenade is only applied upon a direct hit, in which case it is treated as Bludgeoning damage. The second damage listing is if it is set to damage electronic circuitry. The rocket grenade can be set to either damage electronic circuitry or to deliver a "stun", but this setting must be made manually, and cannot be done while the grenade is loaded in the launcher.


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