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Explosive Weapons from Aliens: Colonial Marines

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Four different types of explosive weapons from the game Aliens: Colonial Marines.

B15 fragmentation grenade

B15 fragmentation grenade is the standard issue explosive weapon issued to the Colonial Marines for use in combat. It has a three second fuse and an explosive radius of 10 feet. The primary effect of this explosive is the fragmentation of the casing, which inflicts the damage. The damage is 5d6 and those caught in its effective kill-zone are allowed a saving throw versus energy for half damage.

U4 Firebomb

The U4 Firebomb is another hand-held anti-personnel device commonly used by the Colonial Marines. It is often used as a ‘bunker buster’ in order to clear rooms or other fortified positions of enemy combatants or sentry devices. The weapon has an explosive radius of 20 feet. This device uses Napalm B as the primary chemical agent and it can reach temperatures of 1200 degrees Celsius.

The napalm burns at 4d6 damage and will continue to burn for 1d6 rounds. The only way to put out the fire is through a chemical fire-extinguisher. All items carried by the victim must make a saving throw versus thermal damage or lose 1d3 condition levels per round.

Anyone caught in the explosive radius of the weapon is allowed a saving throw to avoid the effects. A successful save means that the victim avoided the flame as they were able to escape the radius. This may not always be possible, depending on the location. If it is used in an enclosed location, the GM may opt that the victim is not allowed a saving throw.

M20 Claymore Mine

The M20 Claymore Mine is a directional fragmentation anti-personnel mine; filled with ball bearings encased within metal casing. It is meant to be used in areas of high traffic or as a perimeter defensive weapon. In the past it was triggered by a trip-wire or could be manually detonated by the use of a remote, but more modern versions use a laser trip-wire, which remains invisible to the naked eye. The primary explosive is typically C-4 or another variant, which propel the thousands of ball bearings outward. This is a highly effect and devastating anti-personnel weapon.  

It has an explosive cone radius of 15 feet and an overall kill zone that extends out to 50 feet. Anything caught in the explosive radius of this weapon is allowed a saving throw versus energy for half damage.

G2 Electroshock Grenade

The G2 Electroshock Grenade is primarily an anti-personnel weapon used to incapacitate enemy combatants, as it is rarely lethal when used. The weapon can be thrown and upon impact, it launches itself to a height of approximately three feet before detonation. It can also be set up as a simple trap, as it is equipped with a proximity sensor. Optionally, it can be set with a timed fuse to go off at a specified time.

When the weapon detonates, it releases a powerful electrical shock (1.2 million volts) over a 10 foot radius, along with a debilitating sonic boom. The weapon causes 2d6 electrical damage and those caught in the radius must make two saving throws against stun. If the first throw fails, the victim is stunned for 2d6 rounds. If the second throw fails, the victim is deafened for 1d6 minutes. 

This weapon is also colloquially known as the ‘Sonic Electronic Ball Breaker’ due to its effects and the height at which it detonates.

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.