EXPLOSIVES AND SPLASH WEAPONS TABLE
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.
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.
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.
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. |