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Grenades

Item Name Perception Check Cost
Concussion Grenade   1250
Detonite Charge Moderate: 100 1250
G-20 Glop Grenade Moderate: 100 1250
Luma Grenade Moderate: 100 1250
Gas Grenade Moderate: 100 1350
Stun Grenade Moderate: 100 1500
Reverse-Polarity Grenade Moderate: 100 1500
Proton Grenade   1650
Fragmentation Grenade Moderate: 100 2150
Thermal Detonator Difficult: 200 3500

Concussion Grenade
1250 Credits
Comes in packs of three
Perception Check: None

An explosive device which uses shock waves, instead of shrapnel, to cause damage.

Two Handed Weapon Type: Explosive
Damage: 10-40 Effects up to 3 opponents
Detonite Charge
1250 Credits
Perception Check: None

Produced in moldable, fist-sized cubes a shaped detonite charge is attached to the detonation device, and then must be thrown or placed and detonated.

Two Handed Weapon Type: Explosive
Damage: 50-150  Note: Damages buildings only
G-20 Glop Grenade
1250 Credits
Comes in packs of three
Perception Check: Moderate (100)
Manufactured by Merr-Sonn, these detonation devices release a chemical foam when triggered. The foam has incredible adhesive properties, and clings to everything it touches. When lobbed into a mob or battle phalanxe, glop grenades can quickly immobilize attackers. It required a special "glop dissolver" agent, often in aerosol form, to remove the glop.
Two Handed Weapon Type: None
Damage: None Special: The glop grenade must 'hit' an opponent, once it does then that combatant is immobilized and may only used ranged for -20 to hit
Luma Grenade
1250 Credits
Comes in packs of three
Perception Check: Moderate (100)
This unusual grenade, produced during the last decades of the Old Republic, ejected a mass of intense light particles when it exploded. This served to blind the eyes of soldiers in its vicinity, giving an attacking force a moment of surprise. The effects of luma grenades were multiplied greatly when used at night, especially if the target troops were wearing night-vision goggles.
Two Handed Weapon Type: None
Damage: None Special: A grenade that hits inflicts a -5 to -20 penalty to hit on the combatant, missed targets receive half the penalty.
Gas Grenade
1350 Credits
Comes in packs of three
Perception Check: Moderate (100)
  A gas grenade does not produce shrapnel when it explodes. Instead, it releases stored chemical or biological gases into the enemy's breathing space.
Two Handed Weapon Type: Explosive
Damage: 5 the first round; adds an additional 5 per round. Note: Must 'hit' each opponent
Stun Grenade
1500 Credits
Comes in packs of three
Perception Check: Moderate (100)
An explosive device which uses shock waves, instead of shrapnel, to cause damage.
Two Handed Weapon Type: None
Damage: None Special: If opponent is hit, he is stunned
Reverse-Polarity Grenade
1500 Credits
Comes in packs of three
Perception Check: Moderate(100)
Developed for use by the Army of the Republic, this highly-charged explosive didn't cause physical damage. Instead, it released an intense electromagnetic pulse that overloaded the electrical systems of droids and sensors within the blast radius. This weapon proved effective against the battle droids of the Separatists.
Two Handed Weapon Type: Explosive
Damage: None Special: If opponent is hit and is a droid, it is stunned
Proton Grenade
1650
Comes in packs of three
Perception Check: None
A concussion bomb which is thrown and scatters energy when detonated.
Two Handed Weapon Type: Energy
Damage: 15-55 Missed opponents receive only half damage
Fragmentation Grenade
2150 Credits
Comes in packs of three
Perception Check: Moderate (100)
A form of grenade that exploded into a wide pattern of sharp edged fragments when detonated.
Two Handed Weapon Type: Physical
Damage: 15-55 Special: Missed opponents receive only half damage
Special: 20% chance to destroy weapon on hit
Thermal Detonator
3500 Credits
Perception Check: Difficult (200)
Thermal detonators are immensely powerful (and strictly regulated) explosive devices. The small metal ball looks like a common grenade, and the device's thermite casing contains the synthetic explosive known as baradium. When the detonator's sliding thumb trigger is pushed, warning lights and alarms are activated as the six-second timer counts down the detonator can be deactivated at any time by returning the trigger to its original position. The timer also may be reset manually to offer a maximum countdown of five minutes or the trigger's control pins can be programmed to act as a deadman's switch. in this setting, unless a tiny switch near the indicator light is flipped to the safety position, the detonator will explode instantly when the trigger's released.
Two Handed Weapon Type: Explosive
Damage: 25-100 Special: Inflicts damage on all participants and structures in the battle
Special: Missed opponents receive only half damage

 

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