Demolitions
DEMOLITIONS & GRENADES
Demolitions
Regardless if you throw it or set it, the controlled, sudden expansion of energy remains a popular option in military uses. In Ultramodern5, we divide these demolitions into two variations, grenades and explosives.Grenades
These explosives come equipped with either an impact detonator or a 1-round timer detonator (exploding at the beginning or end of your next turn—your choice), chosen when you use the grenade. They can be thrown or fired from a launcher without requiring an Intelligence (Demolitions) check. A grenade can still be used with another detonator, but this requires a separate detonator and the use of the Intelligence (Demolitions) skill to plant it.Explosives
Some modified grenades can still be thrown, but most cannot. All explosives require a separate detonator. Some explosives are not designed to be used as one (like fuel) and may be overly or insufficiently sensitive as well as cumbersome. Explosives can be triggered without an Intelligence (Demolitions) check, but one is required to plant a detonator or at least some form of trigger.Physical
Grenades and explosives with the physical damage type deal bludgeoning damage unless otherwise stated. Medium or smaller targets that don't save against the Dexterity saving throw are knocked prone by the explosion.Range
All grenades and explosives 2 lb. or less can be thrown by Medium-sized targets to a range of 60 feet. You cannot effectively throw explosives larger than 5 lb. A GM can alter these values if the thrower has a higher strength or is larger.READING THE TABLE
Expand Reading the TableExp
All explosives have the Exp property (see Weapons). This entry indicates the area of effect.Detonator
This indicates the type of detonator required to trigger the explosive. Ignition: Requires an ignition source (a flame or another explosive). Explosive: Requires another explosive (it will not detonate with an ignition). Detonator: Requires an actual detonator (it will not detonate otherwise).Note
Grenades are equipped automatically with an impact detonator or 1-round timer detonator (choose when using the grenade).Symp (Sympathetic)
A "yes" indicates it can be detonated if caught in the radius of another explosion (50% chance). A "no" indicates it cannot, but it may still be detonated by another method initiated by another explosion as long as it has an appropriate detonator. A sympathetic explosion is treated as part of the same explosion only if it is located in the same area as the primary—otherwise, make a separate explosives attack.EXPLOSIVE COMBAT
Most explosives listed can be either a grenade or a planted explosive. Grenades can be thrown or loaded into a grenade launcher, and they detonate upon impact or on your next turn (beginning or ending), chosen when using the grenade. Planted explosives require a detonator and an Intelligence (Demolitions) check.USING GRENADES
Grenade Attack
Expand Grenade AttackWhen making a grenade attack (or an attack where you throw an explosive), you pick a spot in range (60 feet if thrown). All targets in the blast radius must make a Dexterity saving throw or take full damage. Targets that make the save take half damage.
Impact Point
Expand Impact PointAny creature within the same 5-foot space as an exploding grenade takes +1 die of damage from a grenade attack (so a 2d6 concussion grenade will inflict 3d6 to any creature occupying the same space as the grenade when it detonates).
Direct Attack
Expand Direct AttackGrenade launchers, rocket launchers, ground heavy guns, plasma artillery systems, and any other firearm with an “exp” value can target an opponent directly, using the direct property. See the description of that property.
Dexterity Saving Throw DC
Expand Dexterity Saving Throw DCThe DC for the Dexterity saving throw is either 15 or 8 + your Dexterity modifier + your proficiency bonus, if applicable (whichever is higher). Targets that pass the saving throw still take half damage. Some grenades like EMP and nerve don’t require Dexterity saving throws. As mentioned previously, a saving roll of a natural 1 is a critical hit.
USING DEMOLITIONS
Demolitions
Expand DemolitionsWhen detonating an explosive, all targets in the blast radius must beat the Dexterity saving throw DC or take full damage. Targets that make the save take half damage.
Dexterity Saving Throw DC
Expand Dexterity Saving Throw DCThe DC for the Dexterity saving throw equals 8 + your Dexterity modifier + your Intelligence (Demolitions) proficiency bonus. Targets that pass the saving throw still take half damage. As mentioned previously, a saving roll of a natural 1 is a critical hit.
Proxy Detonation
Expand Proxy DetonationExplosives always go off when their detonation conditions are met, regardless of whether the attacker can act in the encounter. The Dexterity saving throw DC of the explosive is set by the person making the Demolitions check, not the person who triggers the explosion. If the explosive is thrown, then choose the higher DC between the creator and the thrower.
Properties of Both
Damaging Structures, Inanimate Objects, and Helpless Creatures Anything in range that does not have a Dexterity score and is not moving takes maximum damage from the blast. Animated targets that are helpless against the blast (for instance, if the explosive is attached to them) cannot make saving throws and also take maximum damage. After-effects. After an explosive or grenade is detonated, the affected area provides half-cover for one round.Explosives and Grenade Types
Booster
Expand BoosterThe booster grenade is a larger explosive but is enhanced with a short-period rocket booster. After being thrown, at the apex, the rocket pulses, sending it further out, giving the grenade a maximum throwing range of 400 feet.
Composition Explosive
Expand Comp. ExplosiveThis soft, malleable explosive is also commonly referred to as “plastic explosive” and is the standard explosive for breaching demolitions because of its ability to be formed into shaped charges. It can be cut, formed, wrapped, and combined with others of its type. Composition explosive is more expensive than conventional explosives but effective in its capacity. It is also extremely stable.
With a successful DC 10 Intelligence (Demolitions) check, you can change the blast zone of the explosive from a 5-foot radius to a 10-foot cone. You must determine which area the explosive is affecting when you set it, and once set, and your skill check rolled, you cannot alter the explosive pattern without starting over. You cannot increase the area of a cone beyond 30 feet with additional explosives.
With a successful DC 10 Intelligence (Demolitions) check, you can change the blast zone of the explosive from a 5-foot radius to a 10-foot cone. You must determine which area the explosive is affecting when you set it, and once set, and your skill check rolled, you cannot alter the explosive pattern without starting over. You cannot increase the area of a cone beyond 30 feet with additional explosives.
Concussion
Expand ConcussionThis light explosive uses air pressure as well as shrapnel to disrupt enemy lines. They are often employed as mines and in air bursts to break up dense collections of personnel. Targets with 10 hit points or less that fail the saving throw are killed.
EMP
Expand EMPThese don't inflict any damage, but instead, discharge an electromagnetic burst that disrupts electronics. When detonated, all technology that employs a cell stops functioning for 1d4 minutes. Vehicles suffer disadvantage on Dexterity checks for 1d4 minutes.
Flashbang
Expand FlashbangOften simply referred to as a stun grenade, a flashbang reduces the combat effectiveness of opponents by confusing and disorientating them with a sudden blinding magnesium flash and a deafening blast. The grenade body doesn't actually fragment, so no shrapnel is dispersed. Targets that fail the save are blinded and deafened until the end of your next turn.
Frag (Fragmentation)
Expand FragFrags are designed purely as an antipersonnel explosive by discharging dozens of plastic or steel flechettes blowing out along with fragments of the explosive's own shell. This deadly shrapnel shreds anything it touches (dealing bludgeoning, piercing, AND slashing damage).
Fuel, Auto / Jet
Expand FuelDespite what movies will have you believe, it's not easy to set jet fuel ablaze. Standard automotive fuel doesn’t burn in liquid form, but fumes do, and the heat of a flame is more than enough to start the surface of a liquid slick evaporating. The blast radius is also on fire for 3d6 minutes. Any target moving into an affected area on its turn or any target beginning its turn in an affected area suffers the basic damage of the fuel (1d6 or 1d8).
Gravity Well
Expand Gravity WellThis device, when thrown or deployed, upon contact with the ground or a wall, immediately roots itself, requiring a DC 25 Strength check to remove. It then creates a concentrated gravity source, pulling everything toward it. Each creature in range must make a DC 20 Strength saving throw or be pulled toward the gravity well on a failure; it is then restrained for one minute. A target can repeat the same at the end of each of its turns. The pull effect only occurs at detonation; other targets can walk through the area of effect later without being affected. The gravity effect is so strong, all the targets pulled are piled atop and squeezed into the five-foot space (whenever possible).
H.E.A.T.
Expand HEATOr high-explosive anti-tank, HEAT can generate extreme temperature in a focused burst, compromising virtually any defense. When focused into a shaped charge, a HEAT weapon is the greatest threat to armored opponents. HEAT explosives have the AP property and also count as fire and radiant against targets resistant to those types.
Magnetic Mine
Expand Magnetic MineAfter being thrown or set, this explosive will attach itself to any metal object it can detect up to 30 feet away. If thrown, determine the impact point; the mine will sit and wait. The mine will automatically deactivate and be rendered useless if not detonated within one week; a reset signal will reset for another week. As a reaction to a metallic object entering its area, the mine will move to the target, enter its space, and detonate.
Mother
Expand MotherA mother grenade, upon detonation, deploys four smaller concussion grenades that jump out from the mother location in different directions for 10 feet. They then detonate after the mother’s detonation is resolved.
Nerve Toxin
Expand Nerve ToxinA deadly and illegal weapon, this grenade expels a potent gaseous mixture blending a batrachotoxin and taipoxin and several other agents produce a deadly gas that causes complete paralysis of all muscles by stopping the release of acetylcholine. By blocking nerve pulses to the muscles, the subject dies from asphyxiation or heart failure.
Nerve toxin grenades are a gas effect that only affects living creatures. After detonation, the area continues to affect any creature that starts its turn in or enters the target area for 1d4 minutes. After detonation, the nerve toxin grenade fills a 10-foot cube, expanding to 20 feet at the top of the next round and 30 feet on the round after that. Targets are poisoned and suffer 2d6 damage each turn. At the beginning of its turn, the target can make a DC 15 Constitution saving throw. It must pass two consecutive saving throws to recover from this effect.
Nitroglycerine
Expand NitroglycerineOne of the oldest explosives, nitro is no longer actively used due to its instability. Nitroglycerine will always detonate if caught in the blast radius of another explosive, if dropped from a height of more than 5 feet, or if ignited.
Riot Grenade
Expand Riot GrenadeRiot grenades are used usually to disperse crowds and disorientate attackers. The grenade doesn't explode but instead opens valves, releasing compressed tear gas. In addition to creating an obscuring field of smoke, the gas causes skin and eye irritation on contact, throat and nose irritation if inhaled.
Riot grenades are a gas effect that only affects living creatures. After detonation, the area continues to affect any creature that starts its turn in or enters the target area for 1d4 minutes. After detonation, the riot grenade fills a 10-foot cube, expanding to 20 feet at the top of the next round and 30 feet on the round after that. Targets are poisoned, and their speed is halved. At the beginning of its turn, the target can make a DC 15 Constitution saving throw. It must pass 2 consecutive saving throws to recover from this effect.
Seeker
Expand SeekerThe seeker is less thrown as it is released. It possesses a fly speed of 30 feet and can be remotely controlled for up to one minute. It can still be thrown a longer distance with the flight taking over thereafter. It detonates when instructed. You can only control one seeker grenade at a time, and each one has an AC of 18 and 1 hit point. If shot, it is destroyed (it does not detonate).
Shockwave
Expand ShockwaveWhen detonated, the shockwave sends out a massive sonic blast. Each target Large or smaller is pushed to the edge of the blast range plus 10 additional feet. If hitting an obstruction, the target and the obstruction suffer damage equal to half the distance moved. Affected targets must also make a DC 15 Constitution saving throw or be deafened for one minute.
Singularity
Expand SingularityThis mighty weapon creates a similar phenomenon to the gravity well, except the gravity at the source is significantly more powerful. The singularity does not root itself as it pulls everything to its single point (including chairs, kitchen appliances, and books). Each creature in range must make a DC 20 Strength saving throw or be pulled towards the gravity well on a failure. Those pulled take 3d8 force damage as they reach the center. Those killed or reduced to 10 hit points or less are pulled into the singularity and disintegrated. Objects small enough are likewise drawn in and immediately vaporized. Those not killed are knocked prone.
Tag
Expand TagInstead of setting a location, the attacker may instead make a ranged attack roll at a range of 30/70 with a tag grenade. If hit, the grenade attaches to the target, requiring a DC 20 Strength check to remove. You can detonate the grenade at any time, either as a bonus action or a reaction for up to one hour.
TNT (Trinitrotoluene)
Expand TNTTNT is the standard explosive to which all others are compared. Although not employed in modern industry or military applications, it is still prevalent in black market circles and in civilian use (e.g., mining). Unlike moldable explosive, TNT can accidentally detonate if caught in the blast of another explosion.
Smoke Grenades
Expand Smoke GrenadesThere are three types of smoke grenades: screening grenades, signal grenades, and white phosphorous grenades. Most smoke grenades are employed as signaling devices, though they can also be used to screen unit movements, conceal advancement, and hinder enemy fire. Signal smoke grenades cannot be used for screening, though screening grenades can be used as a signal grenade.
Screening grenades expel either a hexachloroethane/zinc (HC) mixture that is also an irritant or a terephthalic acid mixture (TA), which is harmless. Signal grenades use potassium chlorate, lactose, and a colored dye to work. Signal grenades are available in several colors, including white, red, yellow, green, and purple.
The white phosphorus grenade is a smoke grenade with an explosive burst. Rather than burning to make smoke, the phosphorus ignites in the air after spreading. The brilliant yellow flame produces phosphorus pentoxide, the smoke, as a by-product. The intense heat allows the grenade to double as an antipersonnel weapon. The heat is devastating in close quarters.
Screening Special Rule:
After detonation, the smoke grenade fills a 20-foot cube, expanding to 30 feet at the top of the next round and 40 feet on the round after that. The smoke obscures all sight, including dark/night vision. Everyone inside or on opposite sides of the smoke from an attack is granted three-quarters cover. Smoke grenades last for 1d4 minutes. Wind can disperse the smoke as well.
White Phosphorus Special Rules:
This grenade has the same effect as the screening grenade, except it also deals fire damage to targets inside. Targets entering or passing through the affected area automatically suffer damage without a saving throw (saving throws are only for the initial impact). White phosphorus damage cannot be increased by direct fire, ground zero, impact square, or a critical hit.
Parent Technologies
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