EMP Grenade

EMP Grenade

Weapon Profile

Category
Heavy
Range
Close · 6–30 ft
Thrown Close · 30/90 ft to Medium
Handling
20-foot radius.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Heavy Weapons
Cost
80
Weight
1 lb

Without training in heavy weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 40 gm of materials and 1 day of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 10 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • Action to useCosts your action for the turn. You get one.
  • grenade
  • single-useSpent when used. Remove it from your inventory afterwards.
  • thrownCan be thrown as a ranged attack using the same ability as a melee one.

A pull-pin emitter that releases a focused electromagnetic pulse on detonation. As an action, throw it up to 30 feet. On detonation, all Tier III electronics in a 20-foot radius are disabled for 1 minute: communicators and optics dead, cybernetic limbs locked. Tier IV electronics make a DC 14 Constitution saving throw. On a failure they are disabled for 1 round, and on a success they are unaffected. A creature with extensive Tier III cybernetic augmentation counts as Tier III electronics for this effect. The pulse does not harm flesh.

Rules

  • Thrown up to 30 feet as an action. Every Tier III electronic device in a 20-foot radius is disabled for 1 minute, cybernetic limbs included. Tier IV devices make a DC 14 Constitution saving throw and are disabled for 1 round on a failure. The pulse does not harm flesh.