43mm grenade

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43mm grenade
43mm VGM-93 (93.100).jpg
VGM-93.100 grenade
Game information
Category Grenade launcher
Cost per round See page
Weight per round (units) 1
Quantity (retail box/bulk can) 4 / 12
Damage tables
Varies depending on type
See page for details

43mm grenades are a type of ammunition for grenade launchers, designed for the KBP GM-94 grenade launcher.

Four different types of 43mm grenades are available.

They may also be referred to as VGM-93 or simply 43mm grenades.


Damage tables

VGM-93.100 HE-I

This type of grenade is loaded with a high-explosive, non-fragmenting, incendiary projectile. No shrapnel will be released by this grenade type upon exploding, however all targets hit by a VGM-93.100 grenade may be set on fire by the incendiary compound (unless protected by fire-retardant clothing, or otherwise immune to fire). See Explosives for more details.

Damage type LDV Pain (all ACs)
Explosion +10d6 260%

VGM-93.200 tear gas

This type of grenade does not directly deal damage; instead, it is intended to generate a tear gas cloud on the Side in which it lands. It is not necessary to aim the grenade at any particular creature, as the cloud will affect every creature on the same Side. (See Explosives for more details.)

Dice results:

  • A critical success will double the length of the tear gas cloud's life (6 turns instead of 3 turns). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a tear gas grenade landing on someone's head or exploding in someone's face is rarely pleasant.
  • A regular success will result in the normal effects of the tear gas cloud occurring.
  • A failure still results in a tear gas cloud occurring, but for only 1 turn instead of the normal amount.
  • A critical failure results in throwing a dud grenade, with no effects.

Tear gas cloud

Tear gas clouds have the following properties:

  • Engulfs an entire Side of the battlespace, affecting every creature inside.
  • Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
  • All creatures inside the cloud suffer from a FT+1 malus, and sustain damage at a rate of +7% Pain per turn, regardless of Pain Sensitivity. This hazard can be completely canceled by the Immunity to gases effect, such as one given by a gas mask.

VGM-93.300 smoke

This type of grenade does not directly deal damage; instead, it is intended to generate a smoke cloud on the Side in which it lands. It is not necessary to aim the grenade at any particular creature, as the cloud will affect every creature on the same Side. (See Explosives for more details.)

Dice results:

  • A critical success will double the length of the smoke cloud's life (6 turns instead of 3 turns). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a smoke grenade landing on someone's head or exploding in someone's face is rarely pleasant.
  • A regular success will result in the normal effects of the smoke cloud occurring.
  • A failure still results in a smoke cloud occurring, but for only 1 turn instead of the normal amount.
  • A critical failure results in throwing a dud grenade, with no effects.

Smoke cloud

Smoke clouds have the following properties:

  • Engulfs an entire Side of the battlespace, affecting every creature inside.
  • Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
  • All creatures inside the cloud suffer from a FT+2 malus. This hazard cannot be mitigated by the Immunity to gases effect, such as one given by a gas mask; as the purpose of smoke is obfuscation, not damage.
  • All creatures outside the cloud suffer from a IR+2 malus, if aiming at creatures inside the cloud.

VGM-93.400 flashbang

The purpose of this weapon is to generate a powerful, flash of blinding brightness (a "flash") alongside a very loud noise (a "bang") - hence the name "flashbang" - for the purpose of briefly disorienting opponents; theoretically long enough to allow for swift retaliation. The flashbang effect will affect every creature on the Side in which it lands. It is therefore not necessary to aim the grenade at any particular creature.

All creatures affected by a flashbang will gain the Blindness effect for 2 turns. If any creature affected by a flashbang was also under the effects of Night vision, such as that provided by Night vision goggles, the length of that effect is doubled (4 turns, instead of 2).

Dice results:

  • A critical success will double the length of the blindness effect (4 turns, instead of 2). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a flashbang grenade landing on someone's head or exploding in someone's face is rarely pleasant.
    • The effects of Night vision and a critical success stack; meaning such a creature will be blinded for 8 turns (2 x2 x2).
  • A regular success will result in the normal effects of a flashbang occurring.
  • A failure results in the flashbang failing to disorient anyone, imparting its effects to no creatures.
  • A critical failure results in throwing a dud grenade, with no effects.


Compatibility

Base weapons

There is 1 base weapon chambered in this caliber.

Class 2 weapons:

Retail information

43mm grenade ammunition can be purchased in gun shops and weapon shops in boxes of 4 rounds or bulk cans of 12 rounds for all types. All ammunition types are available in retail.

Type Cost per round
VGM-93.100 HE-I Parallar symbol.png80.00
VGM-93.200 tear gas Parallar symbol.png50.00
VGM-93.300 smoke Parallar symbol.png50.00
VGM-93.400 flashbang Parallar symbol.png60.00