Boost grenades

While grenades have traditionally been an ideal weapon for blasting groups of enemies to kingdom come, not all of them have been designed to cause injury. Boost grenades flip the traditional concept by using advanced targeted biotech to deliver various benefits to any allies near them.

Brigid

Legendary grenade ($14,000)

The Brigid has a range of 60/120 feet. At the end of each round, it will restore 2d6x2 lost Health for each ally within 30 feet of its landing point. This effects lasts for 3 rounds.

Models

  1. Angry: Heals 2d4x2 lost Health only, but also inflicts 2d4x2 psionic damage on all enemies within the affected area at the end of each round.
  2. Invigorating: Allies also gain +1 Muscles and Reflexes for the duration of the grenade’s effect, as long as they remain within the affected area.
  3. Long: Lasts 4 rounds.
  4. Potent: Heals 2d8x2 lost Health.
  5. Propelled: Range increased to 100/300 feet.
  6. Reaching: Heals allies within 50 feet.

Cataphract

Exotic grenade ($8,625)

The Cataphract has a range of 60/120 feet. Instead of doing damage, it creates an energy shield that grants resistance against all non-psionic damage to all allies within 20 feet of its landing point, as long as they remain in the affected area. This effect lasts for 2 rounds.

Models

  1. Iron: Grants immunity to non-psionic damage for the first round.
  2. Long: Lasts 3 rounds.
  3. Propelled: Range increased to 100/300 feet.
  4. Soothing: Also restores 1d6 lost Health for each ally when it detonates.
  5. Speeding: Affected allies also gain a +4 bonus to Initiative rolls.
  6. Storming: Inflicts an automatic 2d6 electric damage on all enemies in its area of effect when it detonates.

Crimson Ox

Rare grenade ($3,250)

The Crimson Ox has a range of 60/120 feet. Instead of doing damage, it grants +1 Muscles and Reflexes to all allies within 20 feet of its landing point for 3 rounds. This benefit is granted to allies inside the affected area when the grenade goes off and persists even if someone leaves the area later.

Models

  1. Frantic: Also grants a +2 bonus to initiative rolls.
  2. Long: Lasts 4 rounds.
  3. Propelled: Range increased to 100/300 feet.
  4. Reaching: Affects allies within 30 feet.
  5. Soothing: Also restores 1d4 lost Health for each ally when it goes off.
  6. Toxic: All enemies within 20 feet suffer -1 Muscles and Reflexes for the grenade’s duration. Mechs and non-organic enemies are immune to this effect.

Purple rain

Uncommon grenade ($875)

The Purple Rain has a range of 60/120 feet. Instead of doing damage, it restores 2d8 lost Health for each ally within 20 feet of the targeted point.

Models

  1. Emergency: Heals 2d10 lost Health.
  2. Invigorating: Allies also gain +1 Muscles and Reflexes until the end of the following round.
  3. Propelled: Range increased to 300/1000 feet.
  4. Reaching: Heals allies within 30 feet.
  5. Toxic: Heals 2d6 Health only, but also inflicts 2d6 psionic damage to all enemies in the affected area (this damage is automatically applied without requiring an attack roll).
  6. Twin: Heals 2d6 Health on detonation, plus another 2d6 for each ally remaining in the area of effect at the end of the next round.

Redshift

Legendary grenade ($14,000)

The Redshift has a range of 60/120 feet. Instead of doing damage, it boosts all allies within 20 feet of its landing point. The affected allies become able to take one more action at the end of the current round.

Models

  1. Double: Affected allies can also take an additional action at the end of the next round.
  2. Instant: The extra action can be used immediately after the grenade detonates.
  3. Propelled: Range increased to 100/300 feet.
  4. Soothing: Also restores 1d6 lost Health for each ally when it detonates.
  5. Storming: Inflicts an automatic 2d6 electric damage on all enemies in its area of effect when it detonates.
  6. Ultra: Affected allies can also take a move at the end of the round.