Star Wars – EDF-WEX
Equipment Data File – Weapon – Explosive and Others
Stun Grenade
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Explosives and Ordnance – While a blaster is the answer to most problems encountered on the battlefield, not even the ubiquitous E-11 can handle every tactical situation. There are cases when heavier, more destructive firepower is needed, as when dealing with a heavily entrenched enemy or a platoon of armored walkers. For situations such as these, most military and paramilitary forces issue a variety of heavy support weapons and hand grenades to their troopers so as to better deal with the constantly shifting tactical realities of the battlefield.
Like frag grenades, stun grenades can be set to detonate on impact or set with a timer to detonate up to 3 rounds after being activated. Stun grenades rarely have pressure detonators.
From Age of Rebellion
Stun grenades are ostensibly non-lethal defensive grenades used mainly for crowd control and riot suppression. They employ a number of different technologies, ranging from sonic pulses and concussion waves to blinding phosphorous strobes, designed to disorient and confuse enemy combatants, allowing them to be taken alive or more easily restrained.
From Edge of the Empire
Stun grenades use sonic waves, concussion shocks, and other methods to stun their targets.
Fantasy Flight Rules – Stun Grenade
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-179), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-161)
- Stun Grenade – Skill: Ranged – Light, Damage: 8, Crit: NA, Range: Short, Encumbrance: 1, Hard Points: 0, Price: 75 credits, Rarity: 4, Special Qualities: Blast 8, Disorient 3, Limited Ammo 1, Stun Damage
- Blast (Active) The weapon has a large spread, an explosive blast, or similar area of effect, like the detonation of a grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) Engaged with the original target suffers wounds equal to the weapon’s Blast rating (plus an additional wound per Success as usual).
- In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.
- If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the victims) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses, by spending (three advantages). In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.
- Disorient (Active) A weapon with Disorient can daze an opponent. When Disorient is triggered, the target is disoriented (see ee-cr page 218) for a number of rounds equal to the weapon’s Disorient rating. A disoriented target adds (one setback dice) to all skill checks he performs.
- Limited Ammo (Passive) Some weapons fire particularly large or complex projectiles that cost significant amounts of credits, or are themselves a complete weapon that once launched is expended. A weapon with the Limited Ammo quality may be used to make a number of attacks equal to its Limited Ammo rating before it must be reloaded with a maneuver. In addition, each shot expends one of a limited number of rounds of ammo, which must be purchased or otherwise obtained before the weapon can be used. This also applies to grenades and other “one use” weapons which have the Limited Ammo 1 quality (here, the user is not “reloading” the grenade, but drawing another to use — but mechanically they are equivalent).
- Stun Damage (Passive) Some weapons deal Stun damage instead of regular damage. In this case, the weapon deals damage as strain instead of wounds. This damage is still reduced by a target’s soak.
- A variant of this is a Stun setting. As a free action, the wielder can choose to switch the setting of his weapon to “Stun.” In this case, it does stun damage as described above. When weapons with a stun setting are used to deal stun damage, their range changes to short and cannot be increased.
Content Updates
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-28 – Added in links from Age of Rebellion Core Rulebook.
SW Equipment
Armour
Armour: Adverse Environment Gear (1), Clothing (Armoured (6), Heavy (0)), Heavy Battle (R7), Laminate (3), Padded (1), Personal Deflector Shield (8)
Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)
Gear
Communications: Comlink (Handheld (0), Long-range (1)), Holo Messenger (4)
Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)
Detection Devices: Electrobinoculars (1), General Purpose Scanner (3), Hand Scanner (2), Macrobinoculars (2), Scanner Goggles (3), Surveillance Tagger (R4)
Medical: Bacta (1), Bacta Tank (1), Emergency Medpac (1), Medpac (2), Stimpack (1), Synthskin (1)
Poison: Synthetic Anesthetic (4), Synthetic Neuroparaytic (R6), Synthetic Neurotoxin (R6)
Recreation: Chance Cube (0), Dejarik Table (4), Sabacc (0)
Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)
Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))
Survival: Breath Mask (1), Crash Survival Kit (2), Ration Pack (0), Space Suit (1), Tent (1), Thermal Cloak (1)
Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)
Unique Illegal: Data Breaker (R6), Flesh Camouflage Set (R7), Personal Stealth Field (R9)
Weapons
Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)
Explosive+: Flame Projector (6), Grenades (Armour Piercing (6), Frag (5), Stun (4)), Mine (Anti-Personnel (6), Anti-Vehicle (6)), Missile Tube (R8), Thermal Detonator (R8)
Brawling: Brass Knuckles (0), Shock Gloves (2)
Melee: Combat Knife (1), Force Pike (4), Gaffi Stick (2), Truncheon (1), Vibro-Ax (5), Vibroknife (3), Vibrosword (5)
Slugthrower: Pistol (3), Rifle (3)
Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)
Lightsaber
Lightsaber: Lightsaber (R10)
Modifications: Rubat Crystals (R10)
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