Grenades and seeker missiles come in similar munitions packages and with similar trigger mechanisms, though their packaging, physical form, and methods of application differ. Seeker missiles are fired from a seeker launcher using Seeker Weapon Skill. Grenades are thrown at targets using Throwing Weapon Skill. Missed attacks, or attacks that do not explode in transit or when they strike, are subject to Scatter. Modern grenades, seekers, and similar explosives do not necessarily detonate the instant they are thrown or strike the target. In fact, several trigger options are available, each set by the user when deploying the weapon.
- Airburst: Airburst means that the device explodes in mid-air as soon as it travels a distance programmed at launch. In this case, the explosive’s effects are resolved immediately, in that user’s Action Phase. Note that airburst munitions are programmed with a safety feature that will prevent detonation if they fail to travel a minimum precautionary distance from the launcher, though this can be overridden.
- Impact: The grenade or missile goes off as soon as it hits something, whether that be the target, ground, or an intervening object. Resolve the effects immediately, in the user’s Action Phase.
- Signal: The munition is primed for detonation upon receiving a command signal via wireless link. The device simply lays in wait until it receives the proper signal (which must include the cryptographic key assigned when the grenade was primed), detonating immediately when it does.
- Timer: The device has a built-in timer allowing the user to adjust exactly when it detonates. This can be anywhere from 1 second to days, months, or even years later, effectively using the device like a bomb, but also increasing the likelihood it will be discovered and neutralized. The minimum detonation period—1 second—means that the munition will detonate on the user’s (current) Initiative Score in the next Action Phase. A 2-second delay would last two Action Phases, a 3-second delay three Action phases, and so on.
Grenades are available in standard form or as microgrenades. Similarly, missiles are available in standard, minimissile, or micromissile sizes. Standard grenades and minimissiles are the baseline standard for listed effects. All are area effect weapons (p. 193).
Minigrenades and micromissiles inflict –1d10 damage (or have another decreased effect as noted). Standard missiles double the listed DV. For weapons with a uniform blast effect or other static blast area, divide the base listed radius in half for minigrenades and micromissiles and double it for standard missiles. Listed costs are for 10 grenades/missiles. Each seeker has one smart ammo option other than biter or flayer.