EXPLOSIVES AND SPLASH WEAPONS TABLE

Explosives and splash weapons are described by a number of statistics, as shown on Table: Explosives and Splash Weapons.
Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive's burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.
Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive.
For splash weapons, all creatures within 5 feet of the weapon's impact point take splash damage equal to the amount shown in this column.
Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).
Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.
Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated. (See the Demolitions skill)
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character's off hand.
Weight: This column gives the weapon's weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.
Table: Explosives and Splash Weapons
Grenades and Explosives
Weapon
Damage
Critical
Damage Type
Burst Radius
Reflex DC
Range Increment
Size
Weight
Purchase DC
Restriction
40mm fragmentation grenade
3d6
-
Slashing
10 ft.
15
-
Tiny
1 lb.
16
Mil (+3)
C4/Semtex
4d6
-
Concussion
10 ft.
18
-
Small
1 lb.
12
Mil (+3)
Det cord
2d6
-
Fire
See text
12
-
Med
2 lb.
8
Res (+2)
Dynamite
2d6
-
Concussion
5 ft.
15
10 ft.
Tiny
1 lb.
12
Lic (+1)
Fragmentation grenade
4d6
-
Slashing
20 ft.
15
10 ft.
Tiny
1 lb.
15
Mil (+3)
Smoke grenade
-
-
-
See text
-
10 ft.
Small
2 lb.
10
-
Tear gas grenade
See text
-
-
See text
-
10 ft.
Small
2 lb.
12
Res (+2)
Thermite grenade
6d6
-
Fire
5 ft.
12
10 ft.
Small
2 lb.
17
Mil (+3)
White phosphorus grenade
2d6
-
Fire
20 ft.
12
10 ft.
Small
2 lb.
15
Mil (+3)
Splash Weapons
Weapon
Direct Hit Damage
Splash Damage
Critical2
Damage Type
Reflex DC
Range Increment
Size
Weight
Purchase DC
Restriction
Acid, mild
1d6
1
20
Acid
-
10 ft.
Tiny
1 lb.
6
-
Molotov cocktail 1 1d6
1
20
Fire
-
10 ft.
Small
1 lb.
3
-
1 This weapon cannot be purchased as an item; the purchase DC given is for the weapon's components.
2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.