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Morrow Project Hand Grenades

Page history last edited by Michael 5 years, 8 months ago

back to the Index or the Equipment page

 


     Our standard "hex" is 2 meters across.

     Throwing ranges given are for the standing position; a grenade thrown while kneeling will have half the given range; thrown while prone will have one-quarter of the given range. Throwing at the end of a short run towards the target will add about 10% to the possible maximum range.

     A generic "cloud of gas" is 4 meters by 18 meters if there's any wind; or will have a 5 meter radius indoors or in still air.

     Much of this information is for affecting player-characters. Most NPCs attacked by grenades will "go down" if they're in the area of affect and not protected somehow.

 

M26A1 fragmentation

  • Standard "frag" grenade of the Project; fuse delay is 4 seconds. Mass 0.45 kg; p

  • Packaging: 30 per case, case weight 23.4 kg, case volume 39 liters.

  • game mechanics:

    • Blast and fragmentation out to 15 meters. Damage in actual contact is 5d6 impaling; 1 to 5 meters, 4d6; 6 to 10 meters, 3d6; 11 to 15 meters, 1d6. From 16 to 30 meters, make a POWx10% roll to avoid taking 1d6 damage. Roll separate locations for each die of damage taken, and each must penetrate armor individually.

    • Throwing range from a standing position is (STR-4) x 6 meters.

       

M34 white phosphorus

  • The fragments burn at 2700° C for 60 seconds; fuse delay 4 seconds. A large cloud of dense white smoke is created by the burning fragments. Mass 0.76 kg.

  • Important info:  white phosphorus melts at 44.15° C (111.5° F) ... expect "leakers" at temperatures above that. Also, don't use chemical fire extinguishers (containing carbon tetrachloride) on phosphorus or thermite fires -- a variety of unhealthy gases are produced.

  • The fragments don't stick to or embed in hard armor or fireproof/fire resistant armor (they either penetrate or fall off). White phosphorus is (for damage calculations anyhow) extinguished under water, but will re-ignite when dry.

  • Packaging:  16 per case, case weight 18.9 kg, case volume 20 liters.

  • game mechanics:

    •  Burning fragments out to 35 meters. Damage in actual contact is 3d6; 1 to 10 meters, 4d2; 11 to 20 meters, 3d2; 21 to 30 meters, 2d2. From 31 to 40 meters, make a POWx10% roll to avoid taking 1d2 damage. Roll separate locations for each die of damage taken, and each must penetrate armor individually. If the fragments were able to stick to, penetrate, or embed in the target, they continue to do their damage every other round for five rounds total (that is, three times over five rounds).

    •  Breathing the heavy smoke within the burst radius requires a CONx5% roll each round, or you're coughing, puking, rubbing your eyes, or otherwise incapable that round.

    • Throwing range from a standing position is (STR-5) x 6 meters.

 

M6 CN-DM gas

  • Fuse delay 2 seconds; the grenade burns for 60 seconds, producing a cloud of tiny particles (not actually a gas). There are two components, a tear gas and a vomit gas. Mass 0.48 kg.

  • For tear gas effects, see the M7A3 grenade below.

  • The vomit gas takes effect a minute after exposure. Once the vomiting starts, you can't wear a gas mask, and are pretty much incapacitated. Prolonged high exposure to DM gas can be lethal.

  • Packaging:  16 per case, case weight 15.75 kg, case volume 25 liters.

  • game mechanics:

    • Once exposed for an entire round or more, treat as a POT 15 poison vs. CON every round, even after removed from the gas. The effects increase with each successful poison "attack", from irritation of the eyes and mucous membranes, runny nose, sneezing, coughing, severe headache, pain in the chest, nausea, and eventually vomiting for 30 minutes to an hour after exposure.

    • Throwing range from a standing position is (STR-4) x 6 meters.

       

M7A3 CS gas

  • Fuse delay 0.7 to 2 seconds; it burns for 60 seconds, and produces a cloud of tiny particles (not actually a gas). Mass 0.43 kg.

  • Effects start a round or two after exposure, and persist for 10 or 15 minutes. The gas will contaminate non-waterproof clothing.

  • Packaging:  20 per case, case weight 20.3 kg, case volume 25 liters.

  • game mechanics:

    • Once exposed, treat as a POT 15 poison vs. CON every round; if you fail, you can't really open your eyes well enough to see anything, and can't stop coughing that round. In either case, your chance to make any skill roll is halved while affected. Treatments like washing your face can reduce the persistence.

    • Wearing a cloth over your mouth and nose reduces the POT by 5; getting outside the cloud after you've been exposed reduces the POT by 5. If you've received tear gas training "in recent years" (Project training counts as this), your CON is doubled for purposes of resisting effects.

    • Throwing range from a standing position is (STR-4) x 6 meters.

 

M9A1 BZ gas

  • Fuse delay 2 seconds; it burns for 60 seconds and produces a aerosol cloud. Mass 0.45 kg.

  • The effects of exposure last for up to 6 hours. The gas causes temporary slowing of physical and mental activity ... CNS effects include stupor, confusion, and confabulation with concrete and panoramic illusions and hallucinations, and with regression to automatic "phantom" behaviors such as plucking and disrobing. Between 50 and 80 percent of affected persons have to be restrained during recovery to prevent self-injury (walking into traffic, for example); other common symptoms during recovery are paranoia and mania. Note that the BZ aerosol is very persistent on surfaces, including soil, or in solvents such as water.

  • The aerosol is pretty easy to protect against; even a double-folded handkerchief over your mouth will protect you. While BZ is somewhat soluble in water, you'd have to do more than just set off a BZ grenade near a body of water to 'poison' it. 

  • Packaging:  16 per case, case weight 14.2 kg, case volume 25 liters.

  • game mechanics:

    • The agent takes effect two rounds after exposure, as a POT 15 poison vs. CON -- but even a 'save' will result in the person being woozy and having trouble with skills.

    • Throwing range from a standing position is (STR-4) x 6 meters.

 

Mk3A2 explosive

  • Fuse delay 4 seconds; this grenade has a fibreboard casing, and causes almost no fragmentation (the fuse is the most likely fragment). It contains 0.226 kg of TNT, and produces blast for a few meters in the open. Mass 0.437 kg, packaged 20 per case, case weight 20.295 kg. 

  • Note that the fibreboard casing contains 50% asbestos by weight.

  • Packaging:  20 per case, case weight 20.295 kg, case volume 30 liters.

  • game mechanics:

    • 4d6 crushing damage in the target hex and all adjacent hexes, 1d6 in the hexes adjacent to the central seven. However, inside an enclosed space, the damage drops off at 1d6 per 2 or 3 meters (i.e., the grenade is more dangerous).

    • Throwing range from a standing position is (STR-4) x 6 meters.

 

AN-M8 HC white smoke

  • Fuse delay 2 seconds; the grenade burns for 105 to 150 seconds, producing dense white smoke. While burning the contents of the metal canister reach a temperature of about 1200° C. Mass 0.672 kg..

  • The fumes are somewhat toxic and irritating; the zinc chloride smoke produces hydrochloric acid on contact with water (such as in your respiratory system).

  • Packaging:  16 per case, case weight 18.45 kg, case volume 25 liters.

  • game mechanics:

    • Throwing range from a standing position is (STR-5) x 6 meters.

 

M18 colored smoke

  • Fuse delay 2 seconds; the grenade burns for 50 to 90 seconds, producing smoke -- the available colors are red, yellow, green and violet. The body of the grenade gets hot enough to start fires on flammable material. Mass 0.538 kg, packaged 16 per case, case weight 20.6 kg.

  • The violet smoke is the most vividly-colored, but also the most toxic of the four.

  • Packaging:  16 per case, case weight 20.6 kg, case volume 31 liters.

  • game mechanics:

    • Throwing range from a standing position is (STR-5) x 6 meters.

 

Mk 1 illuminating

  • Fuse delay 7 seconds; the grenade burns for 25 seconds, producing 55,000 candlepower -- it can illuminate an area out to 100 meters radius. The grenade body separates into two halves when ignited, and the lower half gets too hot to hold. Mass 0.28 kg.

  • Packaging:  25 per case, case weight 22.95 kg, case volume 41 liters.

  • game mechanics:

    • Throwing range from a standing position is (STR-4) x 6 meters.

 

M14 thermite

  • Fuse delay 2 seconds; the grenade burns for 40 seconds at 2200° C, burning through 15mm of armor steel, welding metals together, and will ignite flammable material within 2 meters. It will burn underwater -- it produces its own oxygen. Mass 0.896 kg.

  • Packaging:  16 per case, case weight 21.15 kg, case volume 23 liters.

  • game mechanics:

    • Throwing range from a standing position is (STR-6) x 6 meters.

 


 

References:  Morrow Project TM 1-1 (Third Edition); US Army TM 43-0001-29 Army Ammunition Data Sheets for Grenades, October 1977.

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