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Shermuly Stun (“Flashbang” Grenade)

THROWING (DX-3 or Dropping-4)

Damage Weight Fuse Bulk

HT-5 aff (10m) 0.5 1-2 -2

It takes 1 Ready Maneuver to draw the Grenade, 1 Ready Maneuver to pull the pin and 1 Ready Maneuver to
draw the Grenade. The only possible Active Defense is Dodge and Drop (B377).

Target the Enemy’s Hex


Try to land the grenade in the hex he is standing in. This gives you +4 to hit and the target can only make a Dodge
roll to Dive for Cover (B377) to put one more hex between the explosion and himself (or get behind cover if there
is any close enough). If you succeed on your Throwing roll, the grenade lands on the hex you were aiming for; if you
fail, your margin of failure is still how many yards off the throw was (to a maximum of half the distance to target),
with direction rolled randomly.

Damage: A Vision- and Hearing-Based affliction that affects a 10-yard radius. Hearing protection and dark
goggles each give +5 to the HT roll. Failure to resist means you’re stunned for 5 seconds; roll again each subsequent
round with a cumulative bonus of +1 to recover. Also creates smoke in the area of effect.

Stun munitions such as this Schermuly design – often called “flashbangs” due to their blinding flash and near-deafening bang – appeared during the 1970s.
Originally intended as training grenades, they were first used in the 1977 hostage-rescue operation executed by the German
GSG9 antiterror unit in Mogadishu. Since the 1980s, they’ve been standard issue for SWAT units and special-ops forces.

Calculate Throwing Distance

Weight Ratio = 0.5 / Basic Lift = _____ then look for correspondent Distance Modifier (B355) _____

Final Distance = ST (+1 if Throwing skill at DX+1 or +2 if Throwing skill at DX+2 and more) x Distance Modifier = _____

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