Star Wars: Knights of the Old Republic/Grenades

All grenades have Area of Effect: 4m and Range: Long.

KotOR Item Adhesive Grenade.png Adhesive Grenade

 * Damage: None
 * Secondary: Entangle for 15 seconds

These grenades cover the target area in a gooey bio-adhesive that traps anyone caught within the effect. It quickly degrades, allowing allies to soon pass unhindered.

Those entangled suffer -4 Dexterity and cannot use Force powers; ranged weapons can still be used, as can melee weapons when within attack range, and lightsabers can still deflect blaster bolts.

Thermal Detonators, and Force Push and Wave may appear to knock those entangled down and out of the adhesive, but they remain entangled in their new location for the remaining duration.

KotOR Item Concussion Grenade.png Concussion Grenade

 * Damage: None
 * Secondary: Stun for 9 seconds
 * Save: DC15 for no effect

This type of grenade explodes in a concussive wave of force that disrupts the senses of both organic and inorganic targets in the area of effect.

KotOR Item CryoBan Grenade.png CryoBan Grenade

 * Damage: Cold, 20 points
 * Secondary: Paralyzation for 6 seconds
 * Save: DC15 for half damage, negates paralyzation

A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect.

KotOR Item Frag Grenade.png Frag Grenade

 * Damage: Piercing, 20 points
 * Save: DC15 for half damage

Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective.

KotOR Item Ion Grenade.png Ion Grenade

 * Damage: Ion, 15 points (45 points vs. droids)
 * Save: DC15 for half damage

These grenades emit an extremely strong burst of energy devastating to any droids or personal shields caught in the effect.

KotOR Item Plasma Grenade.png Plasma Grenade

 * Damage: Heat, 36 points
 * Save: DC15 for half damage

These grenades release a quick burst of an incendiary agent that ignites immediately, damaging all enemies within the area of effect.

They can also debilitate targets with fear for 3 seconds unless the Reflex saving throw is successful.

KotOR Item Poison Grenade.png Poison Grenade

 * Damage: Special
 * Secondary: Poison, 4 points every 3 seconds
 * Duration: 30 seconds
 * Save: DC25 for no effect

This grenade unleashes a blast of poison gas that affects the nervous system, lingering in the air to ensure that the effect is not escaped easily.

KotOR Item Sonic Grenade.png Sonic Grenade

 * Damage: Sonic, 20 points
 * Secondary: -6 Dexterity for 30 seconds
 * Save: DC15 for half damage, negates dexterity penalty

These grenades explode loudly, but the majority of their effect is delivered in disorienting frequencies the ear can barely perceive, even as it is damaged.

KotOR Item Thermal Detonator.png Thermal Detonator

 * Damage: Energy, 60 points
 * Secondary: Knockdown
 * Save: DC15 for half damage

This Republic device contains a baradium compound that produces a small fusion energy explosion of great force. Civilian possession of these items is outlawed almost everywhere.