FLASHPOINT! GRENADES AND MINES

| February 7th, 2009

FLASHPOINT! GRENADES AND MINES
for Cyberpunk 2020

compiled by Mockery (dluther@connectnet.com)

These items have been converted from Flashpoint!, a 25mm CyTech Combat
System for Squads and Mechanized Units. The game is put out by Virtual
Fusion Publishing of San Diego, CA. It is an excellent miniatures combat
system that can use ANY kind of figure, and anyone who is tired of Warhammer
40K should give it a look see. Contact the publishers at :

Virtual Fusion Publishing
Box 26815
San Diego, CA 92196

GRENADES

Foam Cord Grenade   HVY 0 P P Special 1 1 ST Throw 60eb

When a Foam Cord grenade explodes, it spews forth a massive web of flexible
foam strings, filling a 5m radius. These strings harden almost immediately
into an ultra sharp network of rigid foam wire. Foam Cord networks act
almost like a razor wire barrier, and cannot be crossed without inflicting
1D6 of edged damage per foot of wire crossed. Like Biotech-Askari Motion
Restraints (Chromebook 1), it requires a Very Difficult REF roll
(Dodge/Escape applies) or a Near Impossible BOD or Strength Feat roll to get
clear of the cord without taking damage. Rolls should be made each foot. BOD
and Strength Feat rolls should not be attempted with bare hands! Anyone
caught within the radius of an exploding Foam Cord grenade will take no
damage the first round, but will suffer the effects of crossing the wire (as
above) once the Cord hardens. The Foam Cord grenade is also available as a
25mm launched grenade (same effects, 70eb) and a 40mm version (10m radius,
90eb). (Flashpoint 88)

Wind Star Grenade  HVY 0 P P Special 1 1 VR Throw 60eb

This grenade is an ultra compressed gas canister that clears covering smoke
and dilutes gas effects within the effects of the burst radius in a single
round. It will negate the effects of a Scatter Grenade (Chromebook 2) in a
single round, and will reduce the effects of tear or vomit gas by half
(cleared the second round). Note that one Wind Star is sufficient to remove
one of any type of gas/smoke grenade; if more than one of an opposing type
is lobbed into an area, more Wind Stars will be required. (Flashpoint 88)

Proximity Grenade   HVY 0 P P  7D6/3D6 or Special 1 1 ST n/a 100eb

Once thrown, these grenades will not detonate unless they detect movement in
a 2m radius (using infrared or ultrasonic motion detectors). Several
varieties are available; the frag version does 7D6 damage within 5m, and 3D6
within 6m-10m. Sonic, concussion, flash, HE, chemical (gas or smoke),
scatter, and stench versions may be purchased at no additional cost; EMP
versions are 300eb, and motion restraints are 120eb.

MINES

Proximity Mine  HVY 0 P P 6D10 (PEN 4) 1 1 VR n/a 400eb

These mines use ultrasonic or infrared motion detectors and detonates
whenever they sense movement within a 3m radius, doing damage to everything
within 7m. They are only available in standard HE.

Area Denial Mini-Mines   HVY 0 J R 1D6+3 1 1 VR n/a 500eb

The ADMM is a small cluster bomb filled with about 20 quarter-sized
mini-mines. These resemble micro-grenades and are scattered over a 3m radius
when the bomb detonates (1D4 damage if caught in the blast radius, due to
shrapnel from the casing). When one of the mini-mines in the area is stepped
on, all rapidly detonate, and anyone caught within the 3m burst radius takes
1D6+3 damage for each mine within the area. Those on the fringe of the
radius will take between 1-5 hits, depending on the whim of the GM (and
maybe a successful LUCK roll). It only takes an Average Awareness roll to
detect the mines in good visual conditions, but it takes a Very Difficult
REF roll to move through an infested area without setting one off.
(Flashpoint 89).

Limpet Mine  HVY 0 J P 6D10 AP (PEN 5) 1 1 ST n/a 300eb

This is an anti-tank mine that magnetically and chemically adheres to a
target vehicle or figure in ACPA armor, focusing its explosive charge
against the target’s surface. They do no damage except against the target
(unless another target is touching them or within 1m, in which case it
recieves 3D6 AP). Breaking the bond between mine and target is impossible
for unenhanced humans; Full Borgs and ACPA suits can probably break the bond
with a Near Impossible BOD or STR roll. Rumor has it that the designers of
the Limpet Mine could have decreased the detonation delay time, but that
they liked to watch the hapless victims struggling to escape their fate.
(Flashpoint 89).

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