Cryonic grenades have their damage increased by +1 per dice.
Shock grenades have their damage increased by +1 per dice.
Fragmentation grenades have their damage increased by +1 per dice.
Incendiary grenades have their damage increased by +1 per dice.
Fused with magic, Flash grenades have their DC save increased by +2. The device is considered a magical.
Fused with magic, these sonic-based grenades have their damage increased by +1 per dice, and the DC save is increased by +2. The device is considered a magical.
Fused with magic, these Cryonic grenades have their damage increased by +2 per dice. The device is considered a magical.
Fused with magic, these shock grenades have their damage increased by +2 per dice. The device is considered a magical.
Fused with magic, these Incendiary grenades have their damage increased by +2 per dice. The device is considered a magical.
Fused with magic, these fragmentation grenades have their damage increased by +2 per dice. The device is considered a magical.
Created to fire survey charges at ranges that would keep the surveyor out of harm's way. In the ongoing battle with the Xeno-necro's, many modified these devices to hold more than a single charge, and increase the range of the device.
Once placed, the device sends out a laser beam, which ranges up to thirty feet. Anything breaking this beam will automatically set off the charge. This is not very effective when it comes to intelligent creatures, but against unthinking undead, or creatures which do not rely on sight, it can prove to be quite effective.
To those who are looking, the trap is clearly visible in regular or lower light levels. However, with bright light, it is possible to miss the laser light. A perception check (DC 15) is required to see the laser in bright light, and if the check fails, it is possible to blunder directly into the triggering lasers.
The charges are small canisters, which are computer controlled. They have small stabilizer fins, and can employ electro-magnetic charge or even chemical adhesive in order to allow the device to stick to any surface. Use the grenades provided in both the Core book and the armory book. There are exceptions to the rules however. Each grenade explodes in a single direction, in a 10 foot wide by 30 foot long cone. The normal area of effect does not apply, although the grenades damage and other effects still work as normal. Furthermore, unlike the mines, which will detonate after a short period of time, the charges will not detonate unless the laser beam trigger is tripped, or the wielder of the launcher either detonates the mine on their own, or deactivates it. Both are a swift action to complete.
The DT Survey charge table gives the GM and players an alternate means to increase the power of the grenades (in this case, mines). The effects are listed in the table, and the price is a multiplier. For example, someone uses simple Frag Grenade 1 (1d6 P), for 35 credits, decides to purchase improved explosives. This increases the price by 50%, and now costs 53 credits per grenade, but it does 1d6+1 damage.