The Voltaic Grenade
Designed by the Cygnaran military to offer the electric might of lightening to any blue-clad soldier on the battlefield, The Voltaric Grenade is an experimental, costly, yet extremely potent weapon.
The origins of this weapon started when Trencher units demanded a weapon that could be used to clear out enemy entrenched or fortified defenses properly, but not rely so heavily on the unbiased destruction that fragmentation grenades could only offer. Because electricity usually only targets living enemies, their weapons, and whatever other nasty mechanical tricks they may have brought with them, while usually keeping their fortifications intact, Ironheads began working on a delivery system which could fill an enclosed space and deliver the electric goods.
It wasn’t until a freak accident involving a broken jar of iron shavings and a loose accumulator literally sparked the tech necessary for the weapon delivery system. When the jar of shavings fell, it released a cloud of superfine, yet positively charged particles capable of conducting electricity, and when the loose accumulator arced its charge, the entire cloud of iron turned into a crackling and arcing plume of bolts and static. Once the basic principle of this phenomenon was discovered, it was only a matter of time until a workable device was created.
The Voltaric Grenade consists of a modified grenade housing with three main components: Fine iron shavings, a small charge of blasting powder or alchemical true air, and a small sized accumulator. The grenade is primed and thrown as usual, but instead of disintegrating and sending shrapnel in a deadly radius, the housing is drilled with a pattern of holes that, when detonated, sends a plume of iron shavings into the air. A moment later, the accumulator releases all of its energy at once, and combined with the conductivity of the cloud, becomes a crackling storm of electrical mayhem. Due to the nature of the cloud, the charge lingers for a moment until all of the shavings settle and grounds itself. Unlike most grenades, this weapon can be reused as long as a Craft (Demo) check (DC13) is made every use to clean the weapon and make sure it’s timing mechanism is functional.
Stats: Voltaric Grenade
- Damage- 5d6 Electrical (1d6 per accumulator charge)
- Range Increment- 10ft
- Crit- x2
- Radius- 10ft
- Cost- 300 gp (50gp for grenade housing and iron shavings, 250gp for light accumulator)
- Creation- Craft (Demo) & Craft (Mechanika) DC (29)
Special- Once thrown, the weapon discharges a cloud of iron dust and ignites. On a successful Reflex Save (DC16), targets take half damage. After one Full Round Action, a secondary attack (Damage 2d6) is made to any targets still in the area (Reflex Save for half). Under strong winds, rain, or any other effect that would disrupt the expansion of the iron cloud, this weapon only deals 2d6 electrical damage (Reflex negates), and there is no secondary attack.
*Note- This weapon follows all the rules of normal grenades, including failure checks, as well as failure checks for damaged accumulators. This also includes weakness to Dispel attacks or any other means of draining the accumulator’s energy.
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