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Throwing Weapons and Explosives Guide

The document outlines complications that can arise when using throwing weapons and explosives, detailing specific scenarios such as fumbling or overextending. It provides a list of various throwing weapons and explosives, including their damage ratings, effects, and qualities. Additionally, it describes the characteristics and uses of each weapon type, emphasizing their tactical applications in combat.
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0% found this document useful (0 votes)
12 views5 pages

Throwing Weapons and Explosives Guide

The document outlines complications that can arise when using throwing weapons and explosives, detailing specific scenarios such as fumbling or overextending. It provides a list of various throwing weapons and explosives, including their damage ratings, effects, and qualities. Additionally, it describes the characteristics and uses of each weapon type, emphasizing their tactical applications in combat.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Throwing Weapons

Throwing Weapons Complications

The following are suggestions of possible complications that might occur should you roll a 20 while
wielding a throwing weapon. Complications are resolved after the results of a skill test, so none of the
following results can prevent a successful attack.

▪ Fumbled: When reaching for your weapon, you knock another one from your pack. Another throwing
weapon of the same type falls from your pack to the ground, and it remains lost unless you retrieve it.

▪ Overextended: Your attack left you unable to effectively defend yourself; reduce your defense by 1 until
the start of your next turn.

Throwing Weapon Weapon Type Damage Rating Damage Effects Damage Type Qualities
Weight Cost Rarity

Throwing Knives Throwing 3

Piercing 1 PhysicalConcealed, Suppressed, Thrown (C) <1 10 1

Tomahawk Throwing 4

Piercing 1 PhysicalSuppressed, Thrown (C) <1 15 2

Javelin Throwing 4

Piercing 1 PhysicalSuppressed, Thrown (M) 4 10 1

Throwing Knives

A small, sharp knife, specially balanced for throwing. Normally made of a lightweight metal, with the grip
hollowed out to reduce weight. They do little damage by themselves, but are light, quiet, and quick to
handle.

Tomahawk

A small, short-handled axe, akin to a small hatchet. Less subtle than a throwing knife, a hurled tomahawk
can certainly make an impression in an enemy.

Javelin

A short spear, not typically sturdy enough for close-in fighting, a javelin can be thrown a considerable
distance.
Explosives

Explosives Complications

The following are suggestions of possible complications that might occur should you roll a 20 while
throwing an explosive weapon. Complications are resolved after the results of a skill test, so none of
these results can prevent a successful attack, though a complication on a failed attack may have a
different outcome to a complication with a successful test.

▪ Collateral Damage: There was something in the blast which you didn’t spot in time, or which you
overlooked when you threw the grenade. The GM chooses something in the zone which is valuable or
useful to you or another PC, or adds something to the zone, and that thing takes damage from the blast.

▪ Dud: Some part of the explosive is defective, and it doesn’t detonate. If the attack failed, and you rolled
a complication, it may be that the explosive has no effect (and inflicts 0 damage), rather than only a
partial effect as normal.

▪Oops… You drop the grenade before you can throw it. If the attack failed, and you rolled more than one
complication, it may be that you’ve fumbled with the grenade and dropped it. The grenade inflicts full
damage to you, and half damage on everyone else in your current zone.

▪ Misplaced Throw: The grenade is somewhat off-target, or bounced off something, or is otherwise
slightly out from where you intended it to be. Enemies in cover within the target zone roll +2 cover dice.

Explosive Weapon Type Damage Rating Damage Effects Damage Type Qualities Weight
Cost Rarity

Baseball Grenade Explosive 5

– PhysicalBlast, Thrown (M) 1 40 1

Frag Grenade Explosive 6

– PhysicalBlast, Thrown (M) <1 50 2

Molotov Cocktail Explosive 4

Persistent Energy Blast, Thrown (M) 1 20 1

Nuka Grenade Explosive 9

Breaking, Radioactive, Vicious Energy Blast, Thrown (M) 1 100 4

Plasma Grenade Explosive 9

– Energy Blast, Thrown (M) <1 135 3


Pulse Grenade Explosive 6

Stun Energy Blast, Thrown (M) <1 100 3

Bottlecap Mine Explosive 6

– PhysicalBlast, Mine 1 75 2

Frag Mine Explosive 6

– PhysicalBlast, Mine 1 50 2

Nuke Mine Explosive 9

Breaking, Radioactive, Vicious Energy Blast, Mine 1 100 4

Plasma Mine Explosive 9

– Energy Blast, Mine <1 135 3

Pulse Mine Explosive 6

Stun Energy Blast, Mine <1 100 3

Baseball Grenade

Little more than a hollowed-out baseball filled with an improvised explosive mixture, these grenades are
crude, low-tech, and easy to make, dealing a moderate amount of damage to those within the blast.

Frag Grenade

A basic fragmentation grenade, consisting of an explosive core within a metal casing designed to shatter
into shrapnel upon detonation. They’re simple and highly effective. Just remember to throw the
grenade, and not the pin.

Molotov Cocktail

Consisting of a glass bottle—normally from an alcoholic beverage—containing a flammable fuel mixture,


a bit of motor oil to help it spread, and an alcohol-soaked rag stuffed in the top to act as a wick. When
used, the wick is ignited and the bottle hurled at the target; the breaking bottle spreads the agitated
mixture, which quickly ignites begins to burn anything in the vicinity. Cheap and effective.

Nuka-grenade

A tiny, handheld tactical nuclear weapon, a Nuka-grenade is extremely dangerous to use—dropping one
is ill-advised—but devastatingly effective, comparable to the mini-nukes used by the Fat Man launcher.
Plasma grenade

A canister containing chemicals which are rapidly transformed into superheated ionized gas—or plasma
—upon detonation. The blast of a plasma grenade generates vast amounts of heat which more than
makes up for the lack of shrapnel or concussive shockwaves.

Special: Plasma grenades inflict both physical and energy damage. Roll damage as normal, and then
reduce the total by whichever of the target’s damage resistances is lower out of Physical or Energy.

Pulse grenade

Pulse grenades emit a burst of electromagnetism which inflicts massive damage to machines—such as
robots, synths, and Power Armor—within the vicinity, while leaving living creatures unharmed.

Special: Pulse grenades only inflict damage to robots, synths, Power Armor (though not the wearer
within) and other mechanical or technological targets. Any computers in the blast are also damaged by
the grenade. Against any other target, Pulse grenades inflict 0 damage.

Bottlecap Mine

The Bottlecap mine is crudely put together, yet a formidable explosive. Bottlecap mines are constructed
from a simple container such as a lunchbox, filled with bottle caps and a crude explosive mixture, and
fitted with a sensor and a detonator. The explosive force hurls the caps over a wide area at such speed
that they are essentially shrapnel.

Special: when constructing a Bottlecap mine, you may add extra bottlecaps; every 10 caps added
increases the damage by +1

. When the mine detonates, roll the damage rating a second time: the total rolled is the number of
intact caps found in the zone where the mine detonated.

Frag Mine

Similar in design and construction to a frag grenade, a fragmentation mine is instead placed on the
ground and uses a pressure plate or proximity sensor to trigger detonation when someone gets too
close.

Nuke Mine
It is a nuclear variant of a landmine. The Nuke mine operates in all respects as other mines do although
its explosion is more akin to that of a mini-nuke. Naturally, this means that they inflict damage from both
the explosion and from the radiation the blast emits.

Plasma Mine

These magnetically sealed mines unleash a blast of energized plasma upon being triggered, searing
those who tripped the mine’s sensors.

Special: Plasma mines inflict both Physical and Energy damage. Roll damage as normal, and then reduce
the total by whichever of the target’s damage resistances is lower out of Physical or Energy.

Pulse Mine

The mine consists of a powerful EMP device wired to a proximity fuse and then secured inside a heavy
metal casing. While only mildly harmful to organic targets, these mines deal severe damage to robotic
enemies, stunning or even permanently disabling them.

Special: Pulse mines only inflict damage to robots, synths, Power Armor (though not the wearer within)
and other mechanical or technological targets. Any computers in the blast are also damaged by the
grenade. Against any other target, pulse mines inflict 0 damage.

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