Explosives

Grenades and seeker missiles come in similar muni- tions packages and with similar trigger mechanisms, though their packaging, physical form, and methods of application differ.

Grenades are available in standard form or as microgrenades. Similarly, missiles are available in standard, minimissile, or micromissile sizes. Listed costs are for 10 grenades/missiles.

Variable Antimatter Grenade

Sometimes, Firewall operatives are faced with a situation where defeating an exsurgent threat is impossible and total destruction of the incursion is the only effective option. Antimatter grenades are ideal tools for this task. This weapon comes in two versions, large and small. The large grenade contains 0.1 grams of antimatter, which is sufficient to create a 5-kiloton blast.

Moderate Concussion Grenade

These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn.

Moderate Concussion Micromissile

These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn.

Moderate Concussion Minimissile

These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn.

Moderate Concussion Missile

These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn.

High Electromagnetic Pulse Grenade

EMP munitions fire off a strong electromagnetic pulse when they detonate. Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts.

High Electromagnetic Pulse Micromissile

EMP munitions fire off a strong electromagnetic pulse when they detonate. Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts.

High Electromagnetic Pulse Minimissile

EMP munitions fire off a strong electromagnetic pulse when they detonate. Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts.

High Electromagnetic Pulse Missile

EMP munitions fire off a strong electromagnetic pulse when they detonate. Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts.

Moderate Frag Grenade

Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. They are resisted with kinetic armor.

Moderate Frag Micromissile

Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. They are resisted with kinetic armor.

Moderate Frag Minimissile

Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. They are resisted with kinetic armor.

Moderate Frag Missile

Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. They are resisted with kinetic armor.

Low Gas/Smoke Grenade

Gas/smoke munitions emit a cloud of their contained substance. Smoke impedes sight by releasing thick fumes upon ignition of the seeker. The smoke can be of any color and is often heated (called thermal smoke) to obfuscate heat signatures moving through the smoke as cover. Note that gases dissipate much more quickly under certain environmental conditions (wind, rain, etc.)

Low Gas/Smoke Micromissile

Gas/smoke munitions emit a cloud of their contained substance. Smoke impedes sight by releasing thick fumes upon ignition of the seeker. The smoke can be of any color and is often heated (called thermal smoke) to obfuscate heat signatures moving through the smoke as cover. Note that gases dissipate much more quickly under certain environmental conditions (wind, rain, etc.)

Low Gas/Smoke Minimissile

Gas/smoke munitions emit a cloud of their contained substance. Smoke impedes sight by releasing thick fumes upon ignition of the seeker. The smoke can be of any color and is often heated (called thermal smoke) to obfuscate heat signatures moving through the smoke as cover. Note that gases dissipate much more quickly under certain environmental conditions (wind, rain, etc.)

Low Gas/Smoke Missile

Gas/smoke munitions emit a cloud of their contained substance. Smoke impedes sight by releasing thick fumes upon ignition of the seeker. The smoke can be of any color and is often heated (called thermal smoke) to obfuscate heat signatures moving through the smoke as cover. Note that gases dissipate much more quickly under certain environmental conditions (wind, rain, etc.)

Moderate High-Explosive Armor-Piercing Micromissile

A design only available for seekers (not grenades), HEAP warheads use high explosives to blast a path for a penetrating round. HEAPs lose -4 damage per meter distance from the blast, as opposed to the usual -2.

Moderate High-Explosive Armor-Piercing Minimissile

A design only available for seekers (not grenades), HEAP warheads use high explosives to blast a path for a penetrating round. HEAPs lose -4 damage per meter distance from the blast, as opposed to the usual -2.

Moderate High-Explosive Armor-Piercing Missile

A design only available for seekers (not grenades), HEAP warheads use high explosives to blast a path for a penetrating round. HEAPs lose -4 damage per meter distance from the blast, as opposed to the usual -2.