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