Star Wars Knights of the Old Republic II: The Sith Lords/Grenades

All grenades have Area of Effect: 4m and Range: Long. Almost allcan be created using a with sufficient  rank and Chemicals:

Minor Sonic Detonator

 * Sonic, 6pts
 * Secondary: -2 for 30 seconds
 * Save (Will): DC15 for half damage, negates dexterity penalty

Sonic detonators are used when environmental conditions make more conventional explosives too dangerous. These detonators, while small, can still cause significant physical damage and disorient those near the explosion.

Sonic Detonator

 * Skill Required to Create: (2)
 * Sonic, 12 pts
 * Secondary: -4 for 30 seconds
 * Save (Will): DC15 for half damage, negates dexterity penalty

Sonic detonators are used when environmental conditions make more conventional explosives too dangerous. These detonators, while small, can still cause significant physical damage and disorient those near the explosion.

Frag Grenade

 * Skill Required to Create: (3)
 * Piercing, 20pts
 * Save (Reflex): 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.

Concussion Grenade

 * Skill Required to Create: (4)
 * None
 * Secondary: Stun for 9sec
 * Save (Will): 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.

Ion Grenade

 * Skill Required to Create: (5)
 * Ion, 15pts (45pts vs. droids)
 * Save (Reflex): DC15 for half damage

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

Adhesive Grenade

 * Skill Required to Create: (9)
 * None
 * Secondary: Entangle for 15sec

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.

CryoBan Grenade

 * Skill Required to Create: (13)
 * Cold, 20pts
 * Secondary: Paralyzation for 6sec
 * Save (Reflex): 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.

Sonic Grenade

 * Skill Required to Create: (14)
 * Sonic, 20pts
 * Secondary: -6 for 30 seconds
 * Save (Will): 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.

Poison Grenade

 * Skill Required to Create: (17)
 * Special
 * Secondary: Poison, 4 pts every 3 sec
 * Duration: 30sec
 * Save (Reflex): 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.

Plasma Grenade

 * Skill Required to Create: (21)
 * Heat, 36pts
 * Save (Reflex): 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.

Thermal Detonator

 * Skill Required to Create: (28)
 * Energy, 60pts
 * Secondary: Knockdown
 * Save (Reflex): 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.