Explosives
Explosives
Item Cost Weight
Grenades
Baseball Grenade 40 caps 1 lb.
Cryogenic Grenade 50 caps 0.5 lb.
Fragmentation Grenade 50 caps 0.5 lb.
Hallucigenic Gas Grenade 35 caps 1 lb.
Molotov Cocktail 20 caps 0.5 lb.
Nuka Grenade 100 caps 0.5 lb.
Plasma Grenade 100 caps 0.5 lb.
Pulse Grenade 100 caps 0.5 lb.
Smoke Grenade 20 caps 0.5 lb.
Mines
Bottlecap Mine 75 caps 0.5 lb.
Cryo Mine 50 caps 0.5 lb.
Fragmentation Mine 50 caps 0.5 lb.
Nuka Mine 100 caps 0.5 lb.
Plasma Mine 100 caps 0.5 lb.
Pulse Mine 100 caps 0.5 lb.

Explosive Special Properties

The special rules associated with grenades and mines are listed below.

Grenade, Baseball. A hollowed out ball filled with oil and fertiliser, these improvised explosives are relatively easy to make. The grenade can be thrown at a point up to 60 feet away. Each creature within 10 feet of the target point must make a DC 15 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much in damage if successful.

Grenade, Cryogenic Grenade. A variant grenade that releases freezing energy. Each creature within 10 feet of the target point must make a DC 15 Constitution saving throw, taking 3d6 cold damage on a failed save, or half as much in damage if successful. In addition, a creature that fails its saving throw has its movement speeds halved. It can make a DC 12 Strength saving throw at the end of each of its turns to end this effect.

Grenade, Fragmentation. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage and 3d6 fire damage on a failed save, or half as much in damage if successful.

Grenade, Hallucigenic Gas. The grenade can be thrown at a point up to 60 feet away. Each living creature within 10 feet of the target point must make a DC 15 Wisdom saving throw or have their mind be bombarded with delusions. The gas disperses at the beginning of your next turn. Anyone that enters the affected area before it disperses must also make a saving throw or be affected. An affected target must roll a d12 at the start of each of its turns to determine its behaviour for that turn.

  • 1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
  • 2-6. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
  • 7-8. The creature is dazed until the beginning of its next turn, suffering disadvantage on its attack rolls and ability checks.
  • 9-10. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature instead makes a ranged attack against a randomly determined creature within range and line of sight. If there is no viable target, the creature does nothing this turn.
  • 11-12. The creature can act and move normally.

An affected target may repeat the saving throw at the end of each of their turns.

Grenade, Molotov Cocktail. A homemade grenade comprised of a glass bottle containing a flammable liquid and an alcohol soaked rag for a wick. The grenade can be thrown at a point up to 60 feet away. Each creature within 5 feet of the target point must make a DC 15 Dexterity saving throw, taking 4d4 fire damage on a failed save, or half as much in damage if successful. On a failed saving throw the target is also set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Grenade, Nuka. The nuka grenade is a very rare grenade capable of a nuclear detonation similar to a mini nuke. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 5d6 fire damage and 5d6 radiation damage on a failed save, or half as much in damage if successful.

Grenade, Plasma. An advanced grenade that requires a great deal of technical know-how to construct, on explosion the plasma grenade releases super-heated plasma energy. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage and 8d6 fire damage on a failed save, or half as much in damage if successful.

Grenade, Pulse. This advanced grenade releases a powerful burst of energy. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 10d6 energy damage on a failed save, or half as much in damage if successful.

Grenade, Smoke. A smoke grenade can be thrown at a point up to 60 feet away. At the beginning of your next turn the smoke grenade lands, and it releases a cloud smoke that creates a heavily obscured area in a 20-foot radius around the target point.

A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds or a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise, the smoke disperses after 10 rounds.

Mine, Any Grenade Variant. A mine is a type of grenade that is triggered by proximity or pressure. It can be placed in a location of your choosing as an action. Without appropriate tools, it cannot be attached to a vertical surface. The trigger distance of the mine is determined at the time of its construction, and be any interval of 5 feet from 0 feet (a pressure-based mine) up to the maximum radius of the grenade the mine is based on. When a small or larger creature or object enters into the radius of the mine’s trigger distance the mine explodes. The radius, damage, and saving throw DC of a mine is equal to that of the grenade upon which it is based.

The DC to spot a mine depends on how well it has been concealed.

Mine, Bottlecap. A bottlecap mine is a powerful device constructed from low-tech components, such as Vault-Tech lunchboxes. The bottlecaps it contains are propelled outward with great force. The bottlecap mine is triggered by proximity or pressure. It can be placed in a location of your choosing as an action. Without appropriate tools, it cannot be attached to a vertical surface. The trigger distance of the mine is determined at the time of its construction, and be any interval of 5 feet from 0 feet (a pressure-based mine) to 20 feet. When a small or larger creature or object enters into the radius of the mine’s trigger distance the mine explodes. All creatures within a 20-foot radius from the mine’s placement point must make a DC 15 Dexterity saving throw, taking 6d6 piercing damage and 4d6 fire damage on a failed save, or half as much damage if successful.

The DC to spot a mine depends on how well it has been concealed.

When constructing a bottlecap mine it is impossible to pay for all of its cost with salvage, because the mine itself requires caps in its construction. Fifty caps worth of a bottlecap mine’s value must therefore be paid with caps.

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