|Hand Grenade||BASE CHANCE||DAMAGE||RANGE||ATTACKS||CHARGES||MALF|
|Usually useless against heavy armor, if a hand grenade (or any other area-effect weapon) is able to be lobbed into the interior of an armored vehicle, multiply damage x 2.|
|"Sticky" Grenade||BASE CHANCE||DAMAGE||RANGE||ATTACKS||CHARGES||MALF|
|Throw % or DEXx5||4D6/4y||thrown or applied||1/2||1||99|
|These are grenades that can "stick" to the surface of an AFV and are more effective than thrown grenades. Such grenades can be as crude as the improvised concoctions used in Saving Private Ryan or be specially-made magnetic devices. Though not very effective against chassis armor, these grenades can be used with great effect against treads. Attacks against treads or the underside of AFVs are handled the same way as satchel charges, with a +10% modifier to hit.|
|Molotov Cocktail||BASE CHANCE||DAMAGE||RANGE||ATTACKS||CHARGES||MALF|
|Throw %||2D6 + Luck to burn||thrown||1/2||1||95|
|A bottle filled with a flammable liquid and a ignitable wick, the Molotov Cocktail can be effective against AFVs but requires the attacker to get dangerously close to throw it. On a Luck roll, a Molotov Cocktail that hits its target catches fire, causing 1D6+2 fire damage per round. If at any time the Molotov Cocktail causes more damage than the vehicle's Armor Value, then the fire has caught within the vehicle and the fuel tank or engine will explode in 1D10 rounds causing 3D6/2y damage.|
|Satchel Charge||BASE CHANCE||DAMAGE||RANGE||ATTACKS||CHARGES||MALF|
Simply a bag stuffed with TNT, the satchel charge can either be thrown (using the Throw skill) or applied in place (using Demolitions skill). The mechanical timer can be set for as long as 60 minutes or as short as a few seconds.
Satchel charges can be effective against AFVs if the attacker can come close enough to use it. When hurled underneath an AFV (a Called Shot at everything but point-blank range), the Armor Value of the vehicle is halved. If hurled into the treads (again, a Called Shot at everything but point-blank range), a successful attack results in a tread being thrown/axle destroyed and the vehicle is inoperable until repaired, besides any other damage caused by the explosion.
|Pole Charge||BASE CHANCE||DAMAGE||RANGE||ATTACKS||CHARGES||MALF|
|Similar to a satchel charge, this is a long metal tube crammed with TNT. It can be used in the same manner as a satchel charge, along with laying the charge underneath the vehicle or sticking it in its treads, but using a pole charge is a hand-to-hand combat attack with DEXx5 as the skill.|
A flamethrower is heavy and decreases DEX by 4 points. It does 2D6 damage for short bursts and 4D6 for long streams. Each pack contains enough fuel for 10 short bursts or 5 long bursts.
Like the Molotov Cocktail, if a Luck roll is made with a successful flamethrower attack, the vehicle (and anything else touched) has caught fire for 1D6+2 fire damage per round. If at any time the fire causes more damage than the vehicle's Armor Value, then the fuel tank or engine will explode in 1D10 rounds causing 3D6/2y damage.
If a character with a flamethower strapped to their back is shot, roll for Luck. Failure means that the flamethrower tank was hit. Roll for Luck each round until the tank is repaired by a Mechanical Repair roll or the Luck is failed and the tank explodes, causing 4D6 damage to the wearer and 2D6 damage to anyone in a 2 yard radius.
|Anti-Personnel Mine||BASE CHANCE||DAMAGE||RANGE||ATTACKS||CHARGES||MALF|
|Demolitions %||4D6/5y||in place||in place||1||93|
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