EditGrenadierGrenadiers use various lobbed grenades, bombs, or similar devices to drop a wide variety of effects on targets. They can be quite effective with a good selection of ammunition. Grenade Launcher, Grenades, and Technique StuntsThe various Launcher Stunts allow a character to use Grenade Stunts at longer range; they are simply a launcher. Grenade Stunts vary in their effects, from relatively mundane damage infliction to more esoteric things like laying down an oil slick in an area or immobilizing targets. Other Stunts give a grenadier various enabling abilities or tactical advantages, and represent superior technique, skill, or helpful equipment. To be effective, a grenadier needs one or more Grenade Stunts, and one or more utility Stunts. A Launcher extends a grenadier's range, but isn't required. Area of EffectAlmost all Grenade Stunts affect an area and the grenadier is not immune to their effects themselves, so care must be taken. Relevant AbilitiesRanged Skill is used heavily and should be trained. Strength 3+, Intelligence 3+, Observation, Demolitions, and Athletics are required by some secondary abilities. EditLauncher
EditGrenade Launcher| Grenade Launcher | | Grenadier, Gear, Device | | Prereq: Ranged Skill trained, Observation trained, Strength 3+, One or more Stunts with the Grenade trait. | | A Grenade Launcher upgrades Grenade based Stunts. | | You have a gun or device that allows you to use Grenades at Long range. A Grenade Launcher has 14 Soak and (SR+1) Wounds. | | The Grenade Launcher can hold SR # of Grenades as a single "load"; it requires the Prepare maneuver to load each Grenade into the Grenade Launcher. A Grenade Launcher is generally assumed to start an encounter pre-loaded. A character with multiple types of Grenades should keep track of which Grenades they have in a load. | SR1: Opponents targeting your Grenade Launcher add to their dice pool. | | SR2: You can use your Grenade Launcher as a club as a Melee strike, with Damage Rating 2. | | SR3: You can load SR # of Grenades with a single Prepare maneuver. | SR4: You may use Grenades at Extreme Range, you add to your dice pool when you do so. | SR5: You add to your Grenade Launcher attack checks. |
EditBig Lobber| Big Lobber | | Grenadier, Device | | Prereq: Ranged Skill trained, Observation trained, Strength 4+, One or more Stunts with the Grenade trait. | | A Big Lobber upgrades Grenade based Stunts. | | You have a gun or device that allows you to use Grenades at Extreme range. A Big Lobber has 17 Soak and (SRx2) Wounds. | | The Big Lobber can hold 1 Grenade at a time; it requires the Prepare maneuver to load each Grenade into the Big Lobber. A Big Lobber is generally assumed to start an encounter pre-loaded. A character with multiple types of Grenades should keep track of which Grenade they have loaded. | | SR1: You may use Grenades at Extreme range. | SR2: You may remove up to SR # of from your dice pool when making attack checks with your Big Lobber. | | SR3: The Prepare requirement to load Grenades is waived. | | SR4: You can use your Big Lobber as a club as a Melee strike, with Damage Rating 3. | | SR5: You may opt to not make an attack check with your Big Lobber, and instead take 1 automatic success. |
EditGoo Gun| Goo Gun | | Grenadier, Device | | Prereq: Ranged Skill trained, Observation trained, Strength 3+, One or more Stunts with the Grenade trait. | | A Goo Gun upgrades Grenade based Stunts. | | A Goo Gun is a device with 15 Soak and (SR+2) Wounds that projects Grenade payloads as a stream of liquid goo with the same listed effects. | | A Goo Gun has Medium range. A Goo Gun can project one type of Grenade effect at a time up to your Uses limit; it requires the Prepare maneuver to change Grenade types with the Goo Gun. A Goo Gun is generally assumed to start an encounter pre-loaded; a character with multiple types of Grenades should keep track of which Grenade they have loaded. | | SR1: You add 1 automatic serendipity to your Goo Gun checks. | | SR2: Remove the Prepare requirement to change Grenade types. | | SR3: You can opt to affect a single target instead of an area. Make your attack check vs Target DEF. | | SR4: You can use your Goo Gun at up to Long range | | SR5: You may opt to not make an attack check with your Goo Gun, and instead take 1 automatic success. |
EditPlaced Charge Detonator| Placed Charge Detonator | | Grenadier, Special | | Prereq: Demolitions trained, Intelligence 3+, One or more Stunts with the Grenade trait. | | A Placed Charge Detonator upgrades Grenade based Stunts. | | Rather than throwing or launching Grenades, as an action you may place a Grenade at Close range as a Bomb. A Bomb is a Device with SR Soak and SR Wounds, which can potentially be disarmed. Failed disarm attempts or partial damage usually sets a Bomb off prematurely for its standard effect. | | As you increase the rating of this Stunt you gain more options for how your Bombs are detonated. | | SR1: Timer: When you place a Bomb put a number of recharge tokens on it between 1 and (SRx3); when no more recharge tokens remain the Bomb explodes. | SR2: Detonator: You may choose to use a Detonator instead of a Timer. Using a Detonator for a Bomb takes an action. Detonators are Devices with SR Soak and 1 Wound. Opponents targeting a Detonator add to their checks. Each Bomb requires a separate action to detonate. Your Detonators have Long range. | | SR3: Your Detonators have up to Extreme range. | | SR4: Array: You may detonate multiple Bombs with one action. | | SR5: Your Detonators have up to Plot range. |
EditGrenadesEditFrag Grenade| Frag Grenade | | Grenadier, Gear, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. If your superteam has the Heroic or Idealistic traits move the superteam tension meter 1 step to the right. | | 1: you hit; everything within Close range of the designated spot must make a Coordination (Ag) check vs SR difficulty or be knocked prone and take (SRx2) damage. Targets that take damage must also make a Resilience check vs SR difficulty or gain the Staggered condition for (SR), and a Discipline check vs SR difficulty or gain the Demoralized condition for (SR). The force of the blast causes noticeable collateral damage. | | !: +SR damage; usable multiple times. | | -: You suffer 1 fatigue | | ?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you. |
EditPhosphorus Grenade| Phosphorus Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. If your superteam has the Heroic or Idealistic traits move the superteam tension meter 1 step to the right. | | 1: you hit; everything within Close range of the designated spot must make a Coordination (Ag) check vs SR difficulty or take (SRx2) damage immediately and gain the Ignited condition for SR. Targets that take damage must also make a Discipline check vs SR difficulty or gain the Demoralized condition for (SR). The force of the blast and secondary fires it can create causes noticeable collateral damage. | | +: +1 damage or Pierce (1), your choice; usable multiple times. | | !: add a recharge token to all Ignited conditions caused by this Stunt; usable multiple times. | | -: Suffer 1 fatigue | | ?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you. |
EditConcussion Grenade| Concussion Grenade | | Grenadier, Gear, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. | | 1: you hit; everything within Close range of the designated spot must make a Resilience (To) check vs SR difficulty or suffer 1 Wound and SR stress immediately, and gain both the Susceptible condition and the Shocked condition for (SR). | | !: Affected targets suffer 1 stress; usable multiple times. | | -: You suffer 1 fatigue | | ?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you. |
EditFlash-bang Grenade| Flash-bang Grenade | | Grenadier, Gear, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. | | 1: you hit; everything within Close range of the designated spot must make a Resilience (To) check vs SR difficulty or gain the Staggered condition for (SR). Affected targets must also make a Coordination (Ag) check vs SR Difficulty or gain the Blinded condition for (SR). | | !: Targets that become Staggered also gain the Deafened condition for (SR). | | -: You suffer 1 fatigue | | ?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you. |
EditWeb Grenade| Web Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. | | Entangled opponents can attempt to break free as an action with an opposed Strength check with the entangle, by inflicting damage on the entangle, or by an effect that explicitly frees them from impediments or entangles. | | 1: you hit; everything within Close range of the designated spot must make a Coordination (Ag) check vs SR difficulty or become entangled by the contents of your Grenade. The entangle has (SR+2) Strength and (SRx2) Wounds. | | !: The entangle has +1 strength | | +: The entangle has +1 Wound; usable multiple times. | | -: You suffer 1 fatigue | | ?: The entangle has -1 strength and -2 Wounds. |
EditSlick Grenade| Slick Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. | | 1: you hit; everything within Close range becomes coated in a slippery substance. Each Turn anyone taking a movement maneuver within the affected area or entering the affected area must make a Coordination (Ag) check vs SR difficulty or fall prone and suffer 1 Wound. The area remains slippery for SR Turns. Flight and Teleportation are not affected. | +: Add to all Coordination (Ag) checks made to avoid this Stunt's effect; usable multiple times. | | -: You suffer 1 fatigue | ?: Affected targets add to their Coordination (Ag) checks made to avoid this Stunt's effect; usable multiple times. |
EditKnockout Grenade| Knockout Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. | | 1: you hit; everything within Close range of the designated spot must make a Resilience (To) check vs SR difficulty or suffer SR fatigue immediately and gain both the Exhausted condition and the Sickened condition for (SR). | | !: Affected targets suffer 1 fatigue; usable multiple times. | | -: You suffer 1 fatigue | | ?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you. |
EditPaste Grenade| Paste Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. | | 1: you hit; everything within Close range becomes coated in a sticky substance. Anyone already in the affected area and anyone entering the affected area must make a Athletics (Str) check vs SR difficulty or gain the Held condition for (SR/2) rounded up. The area remains sticky and can affect new targets for (SRx2) Turns. | | !: add 1 recharge token to every Held condition caused by this Stunt that affected targets have; usable multiple times. | | -: You suffer 1 fatigue | | ?: remove 1 recharge token to every Held condition caused by this Stunt that affected targets have; usable multiple times. |
EditRad Grenade| Rad Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. If your superteam has the Heroic or Idealistic traits move the superteam tension meter 2 steps to the right. | | 1: you hit; everything within Close range of the designated spot must make a Resilience (To) check vs SR difficulty or take SR damage immediately and gain the Sickened condition for (SRx2) and the Drained condition for (SR). Targets that take damage must also make a Discipline check vs SR difficulty or gain the Demoralized condition for (SR). The radioactive fallout can cause collateral damage. | | !: +1 critical or +3 damage, your choice. | | -: You suffer 1 fatigue | | ?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you. |
EditAcid Grenade| Acid Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. If your superteam has the Heroic or Idealistic traits move the superteam tension meter 2 steps to the right. | | 1: you hit; everything within Close range of the designated spot must make a Coordination (Ag) check vs SR difficulty or take SR damage immediately with Pierce (SRx2), and gain the Ignited condition for (SR). If an affected target has any Devices, each Device also takes SR damage immediately with Pierce (SRx2) and gains the Ignited condition for (SR). The acidity of the Grenade's effect causes noticeable collateral damage. | | +: +1 damage; usable multiple times. | | !: +SR Pierce; usable multiple times. | | -: You suffer 1 fatigue | | ?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you. |
EditNoise Grenade| Noise Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. | | 1: you hit; the Grenade emits a sonic cacophony. Everyone within Medium range must make a Resilience (To) check vs SR difficulty or suffer 1 stress and gain the Deafened condition for (SR). Affected targets within Close range who fail their check suffer an additional 1 stress and 1 Wound. The noise continues for (SR) Turns and affects anyone entering the area. Characters that already have the Deafened condition, or who are permanently deaf, or who have the Resonant Embrace Stunt are unaffected. | | !: add 1 recharge token to every Deafened condition caused by this Stunt that affected targets have; usable multiple times. | | -: You suffer 1 fatigue | | ?: remove 1 recharge token to every Deafened condition caused by this Stunt that affected targets have; usable multiple times. |
EditTank Buster Grenade| Tank Buster Grenade | | Grenadier, Grenade, Device | Uses: SR | | Ranged Skill (Ag); Medium Range |  | | You may target a designated spot within Medium range and play this card as an action. If your superteam has the Heroic or Idealistic traits move the superteam tension meter 1 step to the right. | | 1: you hit; everything within Close range of the designated spot must make a Coordination (Ag) check vs SR difficulty or be knocked prone and take (SRx2) damage with Pierce (SR). The force of the blast causes noticeable collateral damage. | | +: +1 damage; usable multiple times. | | !: +SR Pierce; usable multiple times. | | -: You suffer 1 fatigue | | ?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you. |
EditTechniquesEditGrenade Cooking| Grenade Cooking | | Grenadier | Recharge: (6-SR) | | Prereq: Demolitions trained, Grenade readied | | If you have a Grenade readied, or loaded in a launcher that is readied, you may play this card as an action. | | You apply the React trait to the readied Grenade. | You may play the readied Grenade as a React at any time before your next Beginning of Turn phase; add to the check to hit with it. | | If you do not use the React the Grenade goes off at your location immediately at the beginning of your next Turn. | | | | | | | | | | | | |
EditGrenades And Horseshoes| Grenades And Horseshoes | | Grenadier, React | Recharge: (8-SR) | | Prereq: Ranged Skill trained | | If you have just played a Grenade Stunt and rolled a check to target it, you may play this card as a React. | | You may re-roll the check this is a reaction to. | | You also gain the following cumulative benefits: | SR2: Before re-rolling you may remove from the dice pool. | SR3: Before re-rolling you may add to the dice pool. | SR4: Before re-rolling you may remove an additional from the dice pool. | SR5: Before re-rolling you may add an additional to the dice pool. | | | | | | | | | | |
EditArc Calibrator| Arc Calibrator | | Grenadier, Passive | | Prereq: Ranged Skill trained, Observation trained | | Each time you use a Grenade add a counter to this card. | You may remove up to SR # of counters from this card to remove an equal # of or from your dice pool prior to making a check to hit a target with a Grenade. | | You also gain the following benefit: | | SR5: You may remove 1 counter from this card to cancel 1 calamity in a check to hit a target with a Grenade. | | | | | | | | | | | | | | |
EditClusterboom| Clusterboom | | Grenadier, React | Recharge: (8-SR) | | Prereq: Ranged skill trained, Special | | If you are making an attack with a Grenade and have 3 Uses of the Grenade available, you may play this card prior to making a check to hit your target. | | Instead of using one Grenade you instead send a cluster of three down range for more devastating effect. | You must add to your check to hit the target and the attack consumes 3 Uses of the selected Grenade instead of 1 Use, but the Grenade Stunt resolves with its SR doubled. | | Thus if you had Frag Grenade (5) and used it in conjunction with this Stunt you would expend 3 Uses of Frag Grenade but your attack would resolve as if it were SR10, for devastating results. | | | | | | | | | | |
EditGrenade Immunity| Grenade Immunity | | Grenadier, Passive | | Prereq: At least one Grenade Stunt (1) | | You are immune to some of your own grenades. | | When you acquire this Stunt and each time you raise its rating you choose one of your own Grenade Stunts; you are immune to the effects of that Stunt. | | NOTE: You are only immune to the effects of your own chosen Grenades, not those of others. | | Thus if you choose to be immune to your own Frag Grenades and an opponent also happened to have the Frag Grenade Stunt, you are not immune to the opponents Frag Grenades. | | You cannot change your selection after you have chosen. | | SR1: Grenade Stunt of choice: you are immune. | | SR2: Grenade Stunt of choice: you are immune. | | SR3: Grenade Stunt of choice: you are immune. | | SR4: Grenade Stunt of choice: you are immune. | | SR5: Grenade Stunt of choice: you are immune. | | | | |
EditHail Mary Throw| Hail Mary Throw | | Grenadier | Recharge: (5-SR) | | Prereq: Athletics trained, Ranged Skill trained, Grenade readied | | If you have a Grenade readied and are not using a launcher, you may play this card as an action. | You may suffer 1 fatigue to use the readied Grenade at Long range; you add to the check to hit your target. | | | | | | | | | | | | | | | | | | |
EditMore Grenades| More Grenades | | Grenadier, Passive | | Prereq: At least one Grenade Stunt (5) | | You have lots of grenades. | | When you acquire this Stunt and each time you raise its rating you choose one of your Grenade Stunts; you have 1 more Uses for that Grenade type; you cannot change your selection after you have chosen. | | SR1: Grenade Stunt of choice: +1 Uses. | | SR2: Grenade Stunt of choice: +1 Uses. | | SR3: Grenade Stunt of choice: +1 Uses. | | SR4: Grenade Stunt of choice: +1 Uses. | | SR5: Grenade Stunt of choice: +1 Uses. | | | | | | | | | | |
EditEven More Grenades| Even More Grenades | | Grenadier, Passive | | Prereq: More Grenades (5) | | Where do you keep those things, anyway? | | When you acquire this Stunt and each time you raise its rating you choose one of your Grenade Stunts; you have 1 more Uses for that Grenade type; you cannot change your selection after you have chosen. | | SR1: Grenade Stunt of choice: +1 Uses. | | SR2: Grenade Stunt of choice: +1 Uses. | | SR3: Grenade Stunt of choice: +1 Uses. | | SR4: Grenade Stunt of choice: +1 Uses. | | SR5: Grenade Stunt of choice: +1 Uses. | | | | | | | | | | | | |
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