Equipment
Grenadelike Weapons
| Weapon | Cost | Damage | Blast Radius |
Range Increment |
Guidance | Weight | Type |
|---|---|---|---|---|---|---|---|
| Grenade | |||||||
| adhesive | 50 cr | | 20 ft. | 10 ft. | | 1 lb. | * |
| atmosphere eater | 500 cr | 4d6* | 20 ft. | 10 ft. | | 1 lb. | Fire* |
| blinding | 100 cr | * | 20 ft. | 10 ft. | | 1 lb. | * |
| concussion | 100 cr | 6d6 | 20 ft. | 10 ft. | | 1 lb. | * |
| dispersal mine | 200 cr | 3d6* | 5 ft.* | 10 ft. | | 1 lb. | * |
| flash-bang | 50 cr | | 20 ft. | 10 ft. | | 1 lb. | * |
| frag | 100 cr | 6d6* | 20 ft. | 10 ft. | | 1 lb. | * |
| hellfire | 300 cr | 5 | 40 ft. | 10 ft. | | 1 lb. | Radiation |
| incendiary | 100 cr | 6d6 | 20 ft. | 10 ft. | | 1 lb. | Fire |
| knuckleduster | 100 cr | 1/3d6 | 10 ft. | 10 ft. | | 1/2 lb. | Electricity |
| nausea | 50 cr | | * | 10 ft. | | 1 lb. | * |
| screamer | 100 cr | * | 20 ft. | 10 ft. | | 1 lb. | * |
| smoke | 30 cr | | * | 10 ft. | | 1 lb. | * |
| standard EMP | 150 cr | 1d6/8d6 | 20 ft. | 10 ft. | | 1 lb. | Electricity |
| stun | 50 cr | 6d6 | 20 ft. | 10 ft. | | 1 lb. | * |
| tangleweb | 200 cr | * | 5 ft. | 10 ft. | | 1 lb. | * |
| Blinding post | 500 cr | * | 75 ft. | 10 ft. | | 10 lb. | |
| Minicell (50) | 10 cr | ||||||
| Explosive-tipped arrow | 60 cr | 1d8* | | | | 3 lb. | Piercing |
| Missile | |||||||
| AA | 1,000 cr | 8d10 | 10 ft. | | 25 | 10 lb. | * |
| AA-EMP | 1,200 cr | 1d10/10d10 | 10 ft. | | 25 | 15 lb. | * |
| EMP | 1,000 cr | 1d10/13d10 | 40 ft. | | 20 | 10 lb. | * |
| FAE | 2,000 cr | 3d10 | 80 ft. | | 20 | 7 lb. | Fire |
| FOE | 2,000 cr | 3d10 | 80 ft. | | 20 | 10 lb. | Fire |
| HE | 500 cr | 6d10 | 40 ft. | | 20 | 5 lb. | * |
| HEAP | 750 cr | 10d10 | 5 ft. | | 20 | 7 lb. | * |
| hellfire | 5,000 cr | 6d10/10 | 80 ft. | | 20 | 7 lb. | * |
| laser | 500 cr | 1d10/7d10 | 10 ft. | | 20 | 10 lb. | * |
| maser | 750 cr | 1d10/7d10 | 10 ft. | | 20 | 10 lb. | * |
| multiple warhead | * | * | * | * | * | * | * |
| Rocket | |||||||
| EMP | 500 cr | 2d8/8d10 | 40 ft. | | | 5 lb. | * |
| HE | 250 cr | 6d8 | 30 ft. | | | 3 lb. | * |
| HEAP | 400 cr | 10d8 | 5 ft. | | | 5 lb. | * |
| hellfire | 2,500 cr | 4d10/8 | 60 ft. | | | 4 lb. | * |
| Smudgepot | 150 cr | * | 50 ft. | | | 5 lb. | * |
| Torpedo | 1,000 cr | 6d10x5 | 50 ft. | | 25 | 150 lb. | * |
| EMP | 1,200 cr | 4d10/4d10x5 | 10 ft. | | 25 | 20 lb. | * |
| Hellfire | 8,000 cr | 6d10/10 | 10 ft. | | 25 | 25 lb. | * |
Atmosphere Eater: Orc raiders like these incendiary devices for their ability to annihilate all atmosphere and organic matter in an enclosed area. They prove ideal for clearing sections of starship corridors, cabins, and control areas without inflicting too much damage to bulkheads or breaching the pressurized hull.
An atmosphere eatershortened to “eater” by the orcslooks like an ordinary grenade. To distinguish it from similarly shaped ordnance, orcs often paint horizontal red stripes over its surface, or decorate it with symbols representing fire. It operates on a four-second delay fuse that activates when one releases a handle-catch and tosses it. The fuse ignites a highly illegal molecular accelerant that burns through most organic and atmospheric matter within a small area. The chain reaction initially detonates the grenade's flimsy metal casing, but quickly spreads to engulf everything within a 20-foot radius in molecularly disruptive flame. The fireball lasts for 3 rounds as the incendiary corrosive reaction tears molecules apart and uses the resulting energy released to disrupt more molecular bonds.
Anyone caught within the blast radius suffers 4d6 points of damage each round until they stumble out of the fire cloud or the reaction burns itself out. Combustible materials catch fire.
Immersing oneself in water does not stop the reaction, as the liquid consists of elements commonly found in the very atmospheres the bomb was designed to incinerate. (Rolling around in dirt or sand proves the best way to extinguish the flames.) Since the grenade employs molecular disruption as well as incineration, creatures with resistance or immunity to fire take half damage if caught within atmosphere eater blasts. Objects within the blast radius also suffer damage, though items with a hardness of 10 or higher take damage on the first round only. Since their disruptive reaction feeds off molecules in atmospheres, these weapons become ineffective in vacuum.
Such horrific ordnance has a sinister reputation throughout the galaxy. Those carrying or openly deploying such weapons fall under suspicion as terrorists, revolutionaries, anarchists, and heartless sadists. Few know where the orc brigands obtain their meager supply, but it must be rare or dangerous indeed since they use such devices sparingly. Finding atmosphere eaters among even the most notorious arms dealers often proves difficult and dangerous. Although lawful evil governments officially condemn use of such savage weaponry, rumors abound of secret facilities where drow scientists research and develop larger versions of atmosphere eater devices, ones that could easily incinerate the air within an entire starship, or even huge regions of planets.
Adhesive Grenade: This weapon is designed to incapacitate victims rather than kill them. When a “glue grenade” detonates, it discharges a film of thick fluid throughout the blast radius. On contact with air, the fluid becomes adhesive, bonding instantly and to anything it covers. Anyone who is in or who enters the blast radius must make a Reflex save every round (DC 15, +1 per previous check) or become entangled. The film remains sticky for 3d10 rounds after the grenade detonates.
Blinding Grenade: A generally despised weapon, a blinder is a complex device. When detonated, the grenade emits pulses of laser light, potentially blinding anyone within range who looks in its direction.
The grenade can fire once per round and has enough energy for 10 shots. Characters looking in the direction of the grenade must make a Reflex saving throw (DC 12) or be blinded. Victims of the blinder gain an additional save the following day. If this save is successful, the character regains his vision. If the save fails, the character is permanently blinded and the damage must be repaired with either surgery or magic.
Blinding Post: A larger version of the blinding grenade, this is a stationary emplacement set to blind anyone approaching. It has a radio or communications laser receiver, so that friendlies can pass safely. The blinding attack is treated the same as the grenade's. A blinding post can fire at up to five targets per round and has enough power for 50 shots.
Concussion Grenade: A concussion grenade is an explosive charge in a metal or hard-plastic casing. When the grenade detonates, the shockwave deals damage to everything in the burst radius. Half of a concussion grenade's damage is sonic damage and half is bludgeoning damage. Underwater, the shockwave caused by a concussion grenade travels much further and much faster than it does through air. The blast radius and blast damage of concussion grenades is doubled underwater.
Dispersal Mine: The dispersal mine serves as a rapid-deployment, anti-personnel weapon that covers an area with miniature mines. At first it appears like a canister grenade with a simple paper casing: the mines' dispersal cluster. After tossing it in the general area one wishes to deploy it, an internal incinerator strip destroys the paper casing, launching 10 springloaded mini-mines into separate 5-foot squares. The mines' outer casing consists of a photoreflective surface that mimics the general appearance of the ground around it, making them difficult to spot. Characters must make a Search check (DC 20) or Spot check (DC 25) to notice the mines. Characters with 5 or more ranks in the Demolitions skill gain a +2 synergy bonus on this check. Because they're small, with minimal circuitry, few metallic parts, a hard-resin casing, and synthetic explosives, specialized sensor devices rarely provide a bonus to detect these mines.
Anyone walking through an area where a dispersal mine was deployed must make a Reflex save (DC 20) to avoid stepping on one. Short-range transmitters link all 10 mini-mines in the dispersal cluster. If someone activates one by stepping on it, the unit sends out a linked signal to the others, detonating them all. Anyone within the area seeded with mines takes 3d6 points of damage from each mine within 5 ft. of his position. Characters can make a Reflex save (DC 20) for half damage.
A careful demolitions expert can eventually find, disarm, and gather all the miniature mines from one dispersal cluster, and even deploy them manually on the ground or in a specialized configuration later; however, she cannot reassemble them into the original unit for effective deployment later.
Mercenary units used in planetary action keep dispersal mines handy to quickly mine defensive emplacements, high-security areas, and their escape routes after they've retreated. Seasoned soldiers don't deploy them capriciously, however, given how effectively they deny personnel passage through a specific area and the intensive time and effort required to gather and deactivate them.
Explosive-tipped Arrow: Although modern arrows deliver more reliable and deadly performance, some seek shafts with an extra punch: arrowheads that explode once imbedded in foes, sending splinters of razor shrapnel through their flesh.
The explosive-tipped arrow incorporates a modified tip forged from sturdy metal. One can shoot an explosive-tipped arrow from archaic or enhanced bows, much like modern arrows constructed from composites and carbon fibers. It initially delivers normal damage for the bow from which it was shot. On the round following the hit, however, a small charge within the arrowhead explodesactivated by an impact fusesending shrapnel tearing though the victim's body and inflicting an additional 1d8 points of piercing damage. Seemingly decorative striations in the head form breaking points along which the arrow shatters, maximizing shrapnel damage.
The victim has a slight chance of tearing the arrow from his flesh before the arrowhead explodes internally. The arrowhead explodes at the beginning of the attacker's next action, and it is a standard action to remove the arrow.
An explosive-tipped arrow becomes useless after it hits and the head shatters, even if it misses its target. Although the exploding shrapnel proves effective at tearing through an opponent, it is not powerful enough to cause damage if it explodes near a target.
Explosive-tipped arrows are popular among cultures that incorporate technological enhancements into the tried and true forms of weapons, tools, and clothing of their original heritage. Assassins like this weapon because of a bow's near-silent delivery and the arrow's extra punch.
Flash-Bang Grenade: A flash-bang grenade doesn't do any damage. It detonates with a blinding flash of light and deafening noise. Any living creature in the blast radius must make a Will save (DC 20) or be stunned and deafened for 1d3 rounds. If the creature was looking in the direction of the flash-bang when it detonated and fails the save, it is blinded for the same period of time. If the creature made the save, it is dazzled for the duration of the effect. The duration of these visual effects is halved if the victim was wearing eye protection. Creatures especially sensitive to light, such as drow, are blinded for twice the normal duration.
Fragmentation Grenade: A fragmentation grenade is an explosive charge in a metal casing. When the grenade detonates, the explosion and shrapnel deal damage to everything in the burst radius. Half of a frag grenade's damage is fire damage and half is piercing damage.
Hellfire Grenade: Like the hellfire round, this is a magnetic bottle containing small quantities of antimatter. The device can be set off like other grenades. Anyone within the blast area takes radiation damage. The deadly potential for accidents and their extreme cost mean these weapons are rarely used by militaries. Given the radius of effect, hellfire grenades are almost exclusively used as demolition charges or fired from a grenade launcher.
Incendiary Grenade: These weapons burst on detonation, filling the blast radius with a chemical compound that ignites on contact with air. Damage is resolved normally, and all of an incendiary grenade's damage is fire damage. Creatures caught in the blast radius may also catch on fire.
Knuckleduster: This EMP grenade is nicknamed the “knuckleduster” for its resemblance to brass knuckles. It consists of two small explosives laced with copper coils and a series of shaped metal pieces. The listing shows two damage ratings. The first is for the explosion's normal damage, and the second is EMP damage applied only to electrical or electronic devices.
Missile, Anti-Air: This missile is designed to take down aircraft and is either fired from an aircraft or personnel and vehicles on the surface. It is much larger and faster than surface-to-surface missiles. This missile deals half fire and half bludgeoning damage to everything in the blast radius. It has a guidance rating of 25. It moves 12,500 feet (speed 25 on the aircraft scale) the round it is launched and 25,000 feet (speed 50 on the aircraft scale) every round thereafter.
Missile, AA-EMP: The anti-aircraft EMP missile can be fired from vehicles or man-portable launchers. It is significantly larger and faster than ground-to-ground missiles. The explosive creates superheated plasma around a series of metallic lenses and contacts. The rapid movement of charges is focused into a powerful pulse. Normal damage is done as bludgeoning damage, from concussive effects of the blast. The missile travels with guidance 25, moving 12,500 feet (speed 25 on the aircraft scale) the round it is launched and 25,000 feet (speed 50 on the aircraft scale) every round thereafter.
Missile, Coverage-FAE: Coverage Fuel-Air Explosive missiles are frequently used in bombing runs. The missiles consist of a volatile liquid that is sprayed over a wide area. The chemical relies on oxygen in the air to combust. If it explodes near an unsealed building, it will suck the air out, causing inhabitants to suffocate. Anyone in the area of effect is deprived of oxygen for 1d12 rounds. This duration may be longer if missiles blanket a large area. Low pressure or an atmosphere otherwise lacking oxygen causes damage to be spread out over a longer time. At 0.5 atmospheres or in an atmosphere with half normal oxygen, a missile would do half damage on two subsequent rounds. The fuel will not ignite at 0.1 atmospheres or less. High-pressure atmosphere shortens the duration of suffocation, as oxygen is replaced more quickly. In a vacuum, underwater, or in an atmosphere lacking oxygen, the damage done is the minimum bludgeoning damage.
These missiles are frequently designed with two or three warheads. The missile has a guidance of 20, moving 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter.
Missile, Coverage-FOE: Coverage Fuel-Oxidized Explosive missiles do not require oxygen in the atmosphere. They can be used underwater or in a vacuum, though this does not create the same anoxic (suffocation) effects as the FAE. Underwater, the blast radius is 30 feet and damage is halved. In a vacuum, damage is halved but the blast radius is 100 feet. The missile has a guidance of 20, moving 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter.
Missile, EMP: A ground-to-ground missile that uses the same plasma pulse generation as the AA-EMP. The initial damage is fire damage, due to the spray of superheated debris. The secondary damage is EMP damage. This weapon is used both in man-portable and vehicular systems and is commonly used to take out vehicles. It has a guidance of 20, moving 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter.
Missile, High Explosive: This is a standard explosive missile fired from a variety of man-portable and vehicle launch systems. The weapon deals half fire damage and half piercing damage to everything in the blast radius. This missile has a guidance rating of 20. It moves 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter.
Missile, High Explosive Armor Piercing: This missile is designed to focus its explosive charge in a single direction, thereby penetrating armor more effectively. The weapon deals half fire damage and half piercing damage to everything in the blast radius. This missile has a guidance rating of 20. It moves 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter.
Missile, Hellfire: Only developed as a prototype, hellfire missiles deliver incredible destructive force at great range. Antimatter contained within the missile almost instantly annihilates upon contact with matter, forming an intense explosion. The initial damage is half bludgeoning and half fire. The secondary damage is listed as doses of radiaiton. A hellfire missile has a guidance of 20, moving 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter.
Missile, Laser: These missiles are related to the maser missiles. The design is simpler, as the frequency produced is less precise. The missile closes within range of the target and then fires. As it does not have to approach as close as other missiles, it is less vulnerable to countermeasures. The laser produced is a direct attack, with a range increment of 150 feet, or three squares on the ground scale. It has a ranged attack bonus of +15. The laser deals fire damage. The blast damage listed deals additional fire damage if the missile happens to explode next to potential targets. The missile has a guidance of 20, moving 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter.
Missile, Maser: The first explosive masers were torpedoes, typically launched from large space platforms. The current missile design is suitable both against aircraft and ground targets, and is manportable. The explosive is a carefully shaped charge that moves through a series of metal lenses. The result is a coherent release of microwaves. Since the missile obliterates itself when firing, it releases much greater energy than a repeating weapon. The maser's range also means the missile does not have to intercept a target. It attacks with a ranged attack bonus of +15. The weapon deals the initial damage as fire damage to anything in the blast radius. The second listed damage is the fire damage dealt by a successful hit with the maser. It has a guidance of 20, moving 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter. It fires once the target is within maser range (20 ground vehicle squares or two aircraft squares).
Missile, Multiple-Warhead: The multiple-warhead missile is an efficient way to strike at several targets at once. The missile has normal fuel and propulsion systems. Instead of an explosive charge, it contains smaller self-propelled warheads or submunitions. When the missile reaches a specified distance from its target (or targets), it launches the warheads. Warheads may then acquire different targets, fire at the same target, or distribute in a pattern. Against vehicles, each potential target must be acquired before a warhead can seek it.
Multiple warheads are useful when dealing with antimissile systems, flooding these countermeasures with many incoming targets. Multiple warheads are also good for saturation bombing. A single missile can approach a base or other target and then rain down explosives across a wide area.
A multiple-warhead missile is a conversion of other missiles. Each warhead's guidance is equal to the main missile's guidance minus the number of warheads. The warhead travels under power for one round after being launched, and thereafter maintains the same speed and heading until it hits something. The blast radius and damage dealt by a multiple warhead missile is divided among the different warheads.
The blast radius of each warhead should be rounded to the nearest five-foot increment. The cost of the missile is increased by 20% per warhead (including the first), but the weight is the same as a standard missile. For example, a high-explosive missile with five warheads would have guidance 15 (base 20, less one for each warhead). It would deal 6d10 points of damage, but this damage would be divided evenly among the five warheads. Each warhead has a blast radius of 10 feet.
Nausea Grenade: A nausea grenade doesn't do any direct damage, but it's extremely effective at crowd control. It works like a smoke grenade, spewing out a noxious gas that reduces visibility. Anyone who is in or who enters the blast radius must make a Fortitude saving throw every round (DC 15, +1 per previous check) or be blinded and nauseated for 1d3 rounds after they have left the affected area.
A filter mask, hostile environment suit, powered armor, or other sealed system protects against nausea grenades entirely. Creatures who do not have a metabolism, such as constructs, robots, soulmechs, and undead, are unaffected by nausea grenades.
Rocket, EMP: This rocket is particularly handy against vehicles or installations, due to the electromagnetic pulse it generates. It uses the same explosive effect as EMP missiles.
Rocket, Hellfire: Lacking any delicate controls, this is one of the most destructive man-portable devices ever created. Small air bases and mechanized infantry can be wiped out with a few hellfire hits. Military leaders remain worried by the possibility of hellfire rockets being used on more populated worlds.
Rocket, High Explosive: This rocket is fired from a variety of man-portable and vehicle launch systems. The weapon deals half fire damage and half piercing damage to everything in the blast radius.
Rocket, High Explosive Armor Piercing: This rocket is designed to focus its explosive charge in a single direction, thereby penetrating armor more effectively. The weapon deals half fire damage and half piercing damage to everything in the blast radius.
Screamer Grenade: A more powerful version of the flash-bang grenade, this device releases a tremendous cacaphony when it is detonated. Any living being in the blast radius must make a Fortitude save (DC 20) or be stunned and deafened. The stunned condition lasts 1d6 rounds and the deafened condition can be permanent. The character makes another Fortitude saving throw after eight hours. A result of 20+ means the character regains his hearing, and a result of 15-19 means the character is still deafened but can make another save the following day. A lower result means the character is permanently deafened and must be healed with surgery or magic.
Smoke Grenade: A smoke grenade does no damage. When it detonates, it releases a non-noxious vapor that billows out in a 20-foot radius. The smoke persists in still conditions for 1d3+6 rounds and in windy conditions for 1d3+1 rounds. Visibility within the smoke is limited to two feet. Everything within the cloud has 90% concealment.
Smudgepot: Sometimes a smoke grenade isn't enough to conceal one's actions, limit visibility, and generally cause confusion. For many goblinoid mercenary units, smudgepots offer an efficient means of covering a large area with toxic, sight-obscuring smoke.
This weapon consists of a metal canister with a foil seal covering the top. A plastic-fiber loop provides a convenient handle and a means to hook the bulky cylinder to a gear belt or pack. To ignite, one pulls the tab on the foil seal, opening the bucket top and sparking the igniter. The contents catch fire and burn slowly, spewing forth a churning cloud of foul smoke. This billows out in a 50-foot radius, overflowing enclosed rooms or wafting with any breeze. The smoke persists in still conditions for 2d6+6 rounds and in windy conditions for 2d6+1 rounds. Visibility within the smoke is limited to two feet.
Everything within the cloud has nine-tenths concealment. The cloud also blocks the line of sight of anyone trying to see to the other side. The smudgepot fumes not only obscure vision, but also harm those breathing its vapors. Anyone who is in or who enters the smoke cloud must make a Fortitude saving throw every round (DC10 +1 per previous check) or be blinded and nauseated for 1d3 rounds after they have left the affected area. A filter mask, hostile environment suit, powered armor, or other sealed system protects against this effect; beings who do not have a metabolism (constructs, robots, soulmechs, and undead) are unaffected by the smudgepot's fumes.
The chemicals within the smudgepot burn furiously until consumed. Should anyone topple the cylinder, the viscous contents splatter out, causing 1d4 points of splash damage to anyone within the 5-foot spill radius. They must also make a Reflex saving throw (DC 15) to avoid catching on fire and taking 1d6 points of damage each round until extinguished.
Given the smudgepot's ungainly size and weight, it proves ineffective as a thrown weapon.
Sonic Deterrent Grenade: This grenade emits a highly unpleasant series of sonic pulses that cause organic beings to become disoriented and nauseous. The grenade's effects function for six rounds. Its blast radius can be set lower if needed. Everyone within the area of effect must make a Fortitude saving throw every round (DC 15, +1 per previous check) or be nauseated. These conditions last for 1d3 rounds after the character is no longer subjected to the sound. These grenades, both thrown and propelled, see a lot of use in crowd control.
Standard EMP Grenade: These squat cylinders are meant for use with rifle-mounted grenade launchers. They are also quite handy for demolitions. The first damage listed is fire damage. The second listed is EMP damage applied only to electric or electronic devices or components.
Stun Grenade: Stun grenades are designed to knock victims out rather than kill them. The damage from a stun grenade is calculated normally, but it is treated as subdual damage.
Tangleweb Grenade: The tangleweb grenade was developed as an instant-deployment hindrance measure. The weapon looks like an ordinary canister grenade, but upon detonation (through an impact fuse) it sends strands of synthetic resin that cover a 10-by-10-foot area. The ends of the strands take firm hold of anything they contact, sticking to doorframes, hatch edges, bulkheads, walls, and ceilings in a massive web. Once the molecular reactants in the resin sense a cessation of rapid movement, they instantly harden, forming jagged, sharp edges along their lengths. In open areas, drooping wire strands prop up the rest of the web between one and two feet from the ground, an ideal height for slowing pursuers on foot. When anchored on the sides or from above, the resin forms a razor web that can block a restricted passage.
Although the barrier proves ineffective against vehicles, it serves as a formidable obstacle for personnel. Beings attempting to pass through the tangleweb razor thicket must make a Reflex save (DC 15). Success means the character can pick her way through the tangle to the other side. Failure, however, entangles the character in the synthetic wire barbs that snag gear, clothing, and even exposed flesh. Anyone ensared in the wire takes 1d3 points of slashing damage each round. If the character does not make an additional Will save (DC 15) to maintain her composure, she adds her Strength bonus to this damage. Ensnared creatures must make an Escape Artist check (DC 15) to extricate themselves. If this check fails, the entangled character takes damage a second round; the DC for each check also increases by +1 every round she remains stuck in the wire.
Each wire strand has 7 hit points for purposes of hacking through the entanglement, though one must cut at least 4d4 strands to effect a relatively unhindered passage through the entanglement. Specialized tools like wirecutters or laser torches in skilled hands can automatically cut two wire strands each round.
A commercially available solvent that would destabilize the hardened resin wire's composition supposedly does not exist, though some in military circles have leaked word that such a solvent exists for situations when authorities encounter outlaw forces using tangleweb grenades. A can of solvent sufficient to dissolve one tangleweb might sell on the black market for 1,000 cr, though the cost of finding and bribing appropriate underworld contacts might exceed that price.
Torpedo: These weapons are designed to penetrate and destroy starfaring warships. These devastatingly powerful weapons deal half fire damage and half bludgeoning damage to everything in the blast radius. A torpedo has a guidance rating of 25. It moves speed 25 (on the spacecraft scale) the round it is launched and speed 50 every round thereafter.
Torpedo, EMP: The vulnerability of vehicles to EMP makes this an attractive weapon. The weapon is simply a scaled up version of the EMP missile. With multiple warheads, it can be useful against formations of small craft. The initial damage listed is fire damage, and the second is EMP damage. An EMP torpedo has a guidance rating of 25. It moves at speed 25 (on the surface vehicle scale) the round it is launched and speed 50 every round thereafter.
Torpedo, Hellfire: These weapons are useful for disabling ship and submarine crews without harming the vehicles. The initial damage is fire damage and the secondary damage is the number of doses of radiation inflicted against living creatures caught in the blast radius. The hellfire torpedo has a guidance rating of 25. It moves speed 25 (on the surface vehicle scale) the round it is launched and speed 50 every round thereafter.
