TEXT: 01005
  
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  Grenades have long been a staple of military arms, dating back to the
  earliest days of firearms. However, with World War One, there was a
  revolution in grenade technology, moving it from a short range hand
  thrown weapon to a long range weapon propelled by the gasses of a
  blank rifle cartridge. The evolution of the grenade continued through the
  Twentieth Century, leading to alternatives to simply exploding and ulti-
  mately, to the spin stabilized grenade.
  Currently, military theory is entering retrograde in regards to grenade
  use. For 40 years, the spin stabilized grenade has been seen as the
  most useful format for grenade use, providing ten times the range a man
  can throw, with relative accuracy.
  However, in many conflicts over that time, rifle grenades have proven to
  be a deciding factor in a battle, thanks to both superior payload and
  range compared with the spin stabilized types.  So while first world
  armies remain equipped with spin stabilized grenade systems, like the
  M203, other nations are opting to use rifle grenades, which are cheaper
  to employ and easier to train.
  Along with these three delivery methods, there are a vast number of
  different types of grenades as well.
  Anti-Personnel: Grenades designed to injure or kill enemy troops, typi-
  cally fragmentary in nature.
  Anti-Tank: Grenades designed for use against vehicles and armor. Al-
  most universally consisting of grenades with HEAT warheads.
  AP/AV: Dual purpose grenades designed for anti-personnel use, as well
  as being effective against lightly armored vehicles. Typically, they use a
  combination fragmentary and hollow charge warhead.
  Defensive: This is a grenade designed for maximum fragmentation, to
  induce as many injuries as possible.
  Flashbang: Designed to produce a brilliantly blinding flash, an extremely
  loud bang, and a pressure wave which stun anything alive in the blast
  radius. Designed to be completely consumed in the detonation so that no
  fragment projection occurs.
  Fragmentation: Another name for Defensive type grenades.
  Gas: Grenades designed to deliver some form of chemical weapon. Gas
  grenades often share body types with smoke grenades.
  Illumination: A grenade designed to create an intensely bright light ca-
  pable of brightly illuminating an area tens of meters across or more. Most
  are designed to be projected high into the air, where they ignite and
  slowly fall to the ground by parachute.
  Incendiary: These grenades are designed to burn at incredibly high tem-
  peratures, useful for destroying equipment and starting fires.
  Offensive: This is a thin shelled grenade, designed to produce a big bang
  but reduce fragment projection. They are designed more to shock than
  wound. Predecessor to flashbang and stun grenades.
  Offensive/Defensive: A Offensive grenade can be greatly enhanced in
  power by putting a prefragmented metal sleeve around it, so that deto-
  nating the grenade shatters the sleeve and produces greatly enhanced
  wounding. Many nations rely on this design type for individual mission
  flexibility, rather than fielding two separate designs.
  Polyvalent: The “universal” grenade. First appearing in Italian hands dur-
  ing World War II, these are modular systems designed primarily as a hand
  grenade, but with a rifle launcher attachment that can be added to the
  grenade.
  Signaling: Grenades designated for use as a signaling device between
  multiple ground unit or for ground-to-air signalling. Most Illuminating and
  Smoke type grenades are dual purposed for signal use as well as their
  primary function.
  Smoke: Grenades designed to emit a significant quantity of dense, opaque
  smoke which can obscure friendly movements.
  Stun: Predecessor to the flashbang, these grenades were designed to
  produce pressure waves, in hopes that the effect would easily stun an
  opponent. Later development lead to the much more effective flashbang
  grenades.
  
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  This is the second of the three FM rifle grenades, designed for
  armor piercing effect. The 58mm diameter aluminum body is filled with a
  n RDX/TNT shaped charge warhead, capable of cutting through up to
  230mm of armor.
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  This is a rifle grenade, part of a line developed to be launched
  from any 7.62x51mm caliber rifle that has been fitted with the proper
  22mm diameter muzzle adapter. This particular variant is a dual-pur-
  posed weapon for anti-personnel and light anti-vehicular use (AP/AV).
  Built of a 40mm diameter steel body filled with an RDX/TNT shaped charge
  warhead, the weapon can penetrate up to 125mm of armor. Detonation
  also fragments the steel body, producing a lethal radius of 15 meters.
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  This grenade is a sperical or baseball
  type with an unusually large fuse structure.
  With a body of cast nodular iron alloy and the
  large aluminum fuse body, the weapon pro-
  duces an impressive level of fragments of 3 to
  5 grams in weight, with a 5 meter casualty ra-
  dius. The large fuse body also facilitates linking
  with a separate rifle launcher assembly. This
  launcher is a separate package, complete with
  propellant cartridge. The unit fits over the muzzle
  of the Aregntinian FAL clone without need for
  an adapter, and operates with the rifle’s gas vent plug closed. Weighing
  in at 285 grams, a soldier can hurl the grenade about 40 meters, or
  launch it from his rifle to a range of up to 400 meters.
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  The third of the FM rifle grenades manufactured for the Argen-
  tine military, the rifle grenade is designed for illumination. Designed to be
  fired upwards, the grenade will provide 100,000 candela illumination in a
  30 meter radius as it slowly descends to the ground.
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  These grenades, a product of
  Australia’s largest defense contractor, are
  rather unusual in design, with the general
  shape of a shotgun slug projectile. With the
  fuse mounted on the flat surface of the gre-
  nade, the weapon’s 70 gram high explosive
  core of RDX and wax detonates to disperse
  over 4,000 2.4mm steel pellets over an area
  of up to 30 meters.  Like most new grenade
  designs, the F1 can be fitted with a tail as-
  sembly and booster for launching from any
  rifles based on the Steyr AUG or Colt M16
  designs. To fit the projector assembly, the
  striker for hand use is removed and replaced
  with the tail assembly then slipped over the
  rifle muzzle. When use like this, the grenade has a range of up to 200
  meters.
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  Designed for the Russian 40mm grenade launcher systems, including the
  Soviet era GP-25 and GP-30 launchers and the newer GP-95 and GP-97
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  models. This is a direct fire round which launches a rubber baton at the
  target, essentially a nonlethal round for law enforcement use.
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  This particular model of grenade is among
  the oldest weapons still in service with the Russian
  military. While the weapon is no longer a front line
  weapon for any nation other than Poland, the F1 or
  clones of it can often be found in the hands of under-
  ground organizations ranging from revolutionaries to
  organized crime to terrorists.
  The F-1 is formed of a notched cast iron
  body, giving it the classic pineapple look of the U.S.
  Mark 2 and British No. 36 hand grenades.Filled with
  60 grams of TNT, the grenade performs impressively,
  with a casualty radius greatly exceeding many newer
  types of grenades.
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  The GRD-40 is a smoke producing round developed for the GP
  series underbarrel grenade launchers. The grenades produce thick smoke
  to screen troop movements. The smoke compound is effective at block-
  ing IR spectrum light, rendering some night vision equipment useless.
  Burning for three seconds, the grenade produced a cloud of smoke over
  15,000 cubic feet in volume (think of a cube, 25x25x25 meters). This
  smoke screen will last at least 60 seconds in windspeeds of up to 5m/s
  or 11 mph.
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  This grenade is similar to the GDR-40, but is instead filled with
  CS compound and the necessary incendiary compound to vaporize it.
  Like the GRD-40, it is a spin-stabilized grenade launched from the GP
  series grenade launchers (GP-25, GP-30, GP-95 and GP-97) as well as
  the RG-6 multi-shot launcher.
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  Like the F-1, the RG-42 Offensive Hand
  Grenade dates back to the Great Patriotic War of
  1941-1945, otherwise known as World War II. For
  the most part, it is now considered obsolete, though
  it is recently in manufacture with Romania, Poland,
  and China. One or more may still make the grenade.
  Despite the age and unsophistication of the design, it
  is still commonly encountered almost anywhere, es-
  pecially in Africa and the Balkans. The design is quite
  simple, made of a sheet metal cannister filled with
  explosives, with a bouchon igniter screwed into the
  top.
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  First adopted around 1948, this was another excellent ex-
  ample of an inexpensive, functional weapon that the Soviets had be-
  come reknowned for during World War II.The RGD-1 is made of a gray
  carboard tube, which is fitted with a wooden diaphram at the wide end
  and the igniter tube in the middle. The grenade is filled with smoke com-
  pound, fitted with another wooden diaphragm at the smaller diameter
  end, capped with carboard plugs at each end and wax sealed. To use,
  the match head striker is rubbed to ignite the three igniter pellets, then the
  grenade is thrown. Unlike its descnedant grenades, this model could
  float on water and produce smoke while doing so. The RDG-1 is easily
  recognizable by both its gray color and its resemblance in shape to a
  large, necked down cartridge case.
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  The RDG-2 smoke grenade has been
  in use with the Eastern Block nations since the
  1950’s. While a tactical grenade for screening
  the movements of small units, it is also one of the
  simplest and least expensive grenades in pro-
  duction, an excellent example of Russian prag-
  matism. It consists of a cardboard tube filled with
  smoke producing burning type filler and a simple
  friction igniter, all sealed in wax to make it resis-
  tant to dampness. The grenade burns for about
  15 seconds to produce a cloud of thick white
  smoke measuring 20 to 25 meters long and 8
  meters wide. The smoke duration is similar to
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  that of the GRD-40.
  The RGD-2Kh produces an irritant smoke (probably HC-based)
  which is primarily used as a training device to simulate a chemical attack.
  The RGD-2Ch produces thick black smoke, rather than the normal white
  smoke expected from screening grenades. The RGD-3 grenade pro-
  duces orange smoke for marking purposes.
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  The RGD-5 offensive hand grenade is one
  of the current, in-service grenades for most of the
  former Warsaw Pact nations. This ovoid grenade is
  made of a smooth, two piece steel body that is inter-
  nally prefragmented. The device is fitted with either a
  3-4 second delay fuze, or for use as a boobytrap, an
  adjustable fuze with a 0 to 13 second delay. Filled
  with 110 grams of TNT, the grenade has an effective
  casualty radius of about 20 to 25 meters.
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  The Ruchnaya Granata Nastupatel’naya hand grenade, or RGN
  is an offensive and defensive use hand grenade, based on a small,
  spherical, prefragmented aluminum alloy casing filled
  with a high explosive burst charge of 97 grams of A-IX-
  1 explosive. The casing is smooth, prefragmented in-
  ternally.
  The grenade is designed as a “safer” gre-
  nade, meant to reduce the number of malfunctioning
  explosive devices remaining on the battlefield once the
  fight is over. The grenade is fitted with an impact fuse
  that becomes active less than two seconds after the
  striker is pulled, giving the thrower time to safely throw
  the weapon, while a second fuse detonates the device after 4 seconds
  if impact fails to detonate it.
  �������������������
  While considered an updated version of the RGD-5, the RGN-
  86 is designed for optimal use in close quarters combat. Though roughly
  the same size and shape as the RGD-5, the RGN-86 is significantly
  lighter, with an internal prefragmentation pattern designed to produce
  small, light, shard-like shrapnel, rather than the larger more lethal frag-
  mentation of the RGD-5. The result is a grenade with a small lethal and
  casualty radius.
  ������������������������������
  The RGO hand grenade, or Ruchnaya
  Granata Oboronitel’naya,  is a small fragmentation
  hand grenade in use with the RFAS armed forces, as
  well as Iraq. Of a design similar in size and shape to
  the RGN, this grenade uses a a double-layered,
  prefragmented casing to produce significantly more
  fragments in comparison. The RGO uses the same
  fuze as the RGN.
  �����������������������������
  The RGO-78 is yet another of the RGD-5 variants, designed to
  fit in a slightly fatter ovoid casing. Along with a smooth steel body with
  interior prefragmenting, the casing is also lined with a resin matrix em-
  bedded with steel balls, producing a larger lethal radius.
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  once thrown, is stabilized by four panels of fabric drogue which are
  pulled from the handle when the grenade is thrown, allowing it to drop
  warhead down atop armored vehicles. The original RKG-3, fitted with a
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  steel cone liner, was capable of penetrating 125mm of armor. The later
  generations, the RKG-3M with a copper liner, and the RKG-3T, are both
  able to penetrate at least 165mm of armor. This is a hefty grenade with a
  short throwing range, so typical use is from behind cover and behind the
  target. The grenade does produce fragmentation which can produce
  casualties out to 20 meters.
  �������������������������
  This is a high velocity 30mm grenade cartridge designed for
  use with the AGS-17 and AGS-30 automatic grenade launchers. These
  grenades are part of the recent trend for “safe munitions” that leave few
  malfunctioning live round after the battle. The fuze arms 10 to 40 meters
  out from the muzzle and is extremely impact sensitive so that it will
  detonate when impacting something soft, like snow, marsh or water. The
  fuze also initiates a self-destruct no more than 19 seconds after the
  grenade is fired.
  The 7P9M is a High Explosive Fragmentation grenade (HE-
  FRAG), augmented by a layer of steel bearings lining the casing to pro-
  duce a casualty radius of up to 7 meters. The 7P36 version instead uses
  an optimum mass prefragmented sleeve, resulting in significantly better
  fragmentation with slightly more explosive.
  Both types feed on a 29-round belt. With ammunition box, the belt weighs
  14.5 kg.
  �������������������
  The VOG-25 is another spin-stabilized grenade for the GP se-
  ries of 40mm grenade launchers, replacing its predecessor, the VOG-
  15. It is an HE-FRAG grenade, fitted with an impact fuze with self-de-
  struct capabilities. The fuze is of the same type used on the VOG-17M
  grenades.
  ��������������������
  This is essentially a VOG-25 grenade fitted with a bounding
  mechanism. Upon impact, a small charge detonates, propelling the gre-
  nade upwards in the air, where the main charge detonates once it is
  between 0.5 and 1.5 meters into the air. Aside from a few minor differ-
  ences in weight and mechanism, the VOG-25M has similar effect. The
  VOG-25 and VOG-25P are easily differentiated visually, as the VOG-25P
  is longer, with a more conical nose.
  ���������������������������������
  The ZDP is a rather interesting incendiary smoke grenade, de-
  signed for use by assault troops and designed to be light enough to allow
  every soldier to carry several of them without being unduly weighed
  down. The grenade is assembled from a metal tub with a green cap at
  one end and a red cap at the other. Removing the green cap activates the
  short delay fuze and the grenade can be thrown to a range of about 30
  meters. However, by removing the red cap, a ring and short cord are
  exposed. By positioning the grenade against one’s rifle and pulling the
  ring, a rocket motor is fired, projecting the grenade a great deal further
  than it could be possibly thrown. With the rocket, the grenade can reach
  up to 560 meters, though 200 meters is the accepted practical range.
  ������������������������������������������
  These are grenade were common during the Col War, adopted
  by most, if not all the Warsaw Pack nations and used throughout the era
  of the Soviet empire, and have since become obsolete and fallen into
  disuse since the fall of Communism and the collapse of the “Evil Empire”.
  While these particular grenades are currently obsolete, they have be-
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  come mainstays for small, violent factions, from rebels and revolutionar-
  ies, to mobsters and terrorists.
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  The M75 was a Soviet grenade
  used from the mid 1970’s through the 1980’s.
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  casing, the grenades appear to be copied
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  Austrian manufacturer, Arges. While manu-
  factured by a number of Soviet state arse-
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  nade design, dating back to World War II. It is a stick-
  type offensive/defensive grenade, made primarily of
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  ing handle is attached. In this configuration, the 508
  gram grenade can be thrown about 40 meters, and
  has a lethal radius of 10 meters. A prefragmented
  metal sleev can be fit over the tin cylinder, converting
  the grenade to a defensive role. With the metal sleev
  and its additional 85 grams of TNT, the RDG-33 in
  defensive configuration has a lethal radius of 25
  meters, thanks to the massive fragments produced
  by the sleeve. However, the throwing range is re-
  duced to about 30 meters. While obsolete, the gre-
  nade is still common in some areas of the world,
  especially southeast asia, where it was quite popu-
  lar during the Vietnam War.
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  The RPG-6 is yet another World War II era grenade that re-
  mained in Soviet stockpiles for decades, eventually adopted by the East-
  ern Bloc nations and China. By 1980, this anti-tank stick grenade was
  long obsolete, relegated to use as a training device, as well as being
  distributed for use by revolutionaries and guerillas, as well as being
  stockpiled for street-fighting use by militia units.
  The grenade shares features with almost all the Soviet anti-
  tank grenades, namely the conical warhead, throwing stick handle, and
  a drogue of some sort, in this case, four fabric streamer strips to slow
  and stabilize the grenade when thrown. It is readily identified by the
  hemispherical head on the base of the warhead cone. While the war-
  head of 562g of TNT in a cone-shaped liner is capable of penetrating
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  be used for anti-personnel use in a pinch.
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  of TNT and fitted with an all-ways impact fuze and a
  throwing stick handle with a streamer ribbon. At over
  a full kilogram in weight, the grenade produced a
  casualty radius of 20 meters, and while useless
  against real armor, it was excellent for demolishing
  soft skinned and cargo vehicles. While long obsolete
  as a front line weapon, the grenade was stockpiled
  for use by militia units as late as 1979.
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  The RPG-43 was the first Soviet HEAT warhead and the earli-
  est of their anti-tank hand grenades. This hefty grenade, once thrown,
  was stabilized in flight by two cloth streamers, which ensured the gre-
  nade landed warhead down. Impact detonates the grenade, which can
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  grenades, the RPG-43 also produced effective fragmentation. These
  grenade were last known to be used in combat by Egyptian troops
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  status of surplus training device by 1980.
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  provide a long duration and sizable smoke screen. Once lit, the M1 smoke
  pot will burn its 10 lbs of filler for a period of 5 to 8 minutes, providing a
  screen of HC smoke that can reach dimensions of up to 20 meters deep,
  20 meters high, and 250 meters long.
  �������������������������������������
  This particular smoke pot is a monstrosity, weighing 38 lbs and
  filled with 27.5 lbs of incendiary material. Use to cover water crossings
  and amphibious landings, these smoke pots burn for 10 to 15 minutes,
  producing a field of HC smoke that can measure 20 x 20 x 500 meters.
  �������������������������
  This is the hefty big brother of the M1 smoke pot and the M4A2
  floating smoke pot. This overweight package is filled with a whopping 31
  lbs of smoke generating filler, this smoke pot weighs a total of 33 lbs, as
  much as a loaded Vietnam War era M60 medium machine gun. Once
  ignited, the pot will burn for 20 to 22 minutes, generating a dense smoke
  cloud of up to 25 x 25 x 500 meters in dimension.
  ��������������������������������
  This is another early riot control grenade, using the same sheet
  metal body as the M7, but filled with 10.5 ounces of CN-DM mixture. This
  17 ounce grenade could be hurled up to 35 meters and produced its
  irritant gas cloud for 20 to 60 seconds.
  �����������������������������
  At some point in the 1960’s, the body of all US gas emitting
  grenades was changed. This change affected all burning type riot con-
  trol, chemical weapon, and smoke producing grenades, bringing them all
  in line to use a cylindrical sheet metal body with four emission holes in the
  top and one in the bottom. Functionally, the grenade is identical to the M6,
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  ������������������������
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  �����������������������������
  This is a revision of the M7 design, switching to the standard
  smoke grenade body with four emission holes in the top and one in the
  bottom. This also allows the filler capacity to be increased to 12.5 ounces,
  increasing the overall weight to 18.5 ounces. However, the filler is still
  CN tear gas. Aside from this, the grenade is otherwise functionally iden-
  tical to the M7.
  ����������������������������������
  This is one of two such grenades used by the US military. It is
  fabricated of a sheet metal body with four emission holes at the top and
  one in the bottom and filled with 5.5 ounces of incendiary filler and 3.5
  ounces of CS in gealtin capsules, allowing it to burn 15 to 35 seconds.
  Weighing 15.5 ounces, this grenade can be hurled up to 50
  meters. Both are identified by their gray bodies with red markings.
  ����������������������������������
  This is a variant of the ABC-M7A2, constructed with a pellet-
  ized CS compound, rather than the gelatin capsules. The grenade uses
  6.5 ounces of incendiary filler and 2.5 ounces of CS compound. Other-
  wise, the performance is identical.
  �����������������������������������
  With the riots, protests, and ac-
  tivism through the 1960’s and 70’s, law
  Enfocement exposed a flaw in the design
  of the M7 series grenades; the enemy can
  pick the damned things up and throw them
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  sponse to the problem.
  This grenade is a bursting muni-
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  instant, rather than over the course of a
  minute or two. Weighing only 8 ounces, the
  grenade can easily be thrown  50 meters
  by the average soldier. When it bursts, it
  creates a visible cloud some 5 meters in diameter, though fragments of
  the grenade shell can be flung as far as 25 meters. The fragments are
  essentially harmless, since the body is made of flimsy plastic or com-
  pressed fiber. The grenades are identified by their gay bodies with a red
  band and markings. The M25A2 did not have a standard filler, and could
  be found containing, CN, CN-DM, or CS filler.
  ���������������������������������
  This grenade is your classic smoke screen device, used by
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  clouds of white smoke it produces. Built much the same as the M7A2 Riot
  Control Hand Grenade, this one is filled with 19 ounces of Type C or Type
  HC smoke mixture. Weighing 24 ounces, this grenade can only be flung
  about 30 meters, and will generate its dense clouds of smoke for 105 to
  150 seconds. It needs to be noted that the smoke is thick with hydrochlo-
  ric fumes, which  will irritate the eyes, throat and lungs, so protective
  equipment must be worn if used in an enclosed area. They are identified
  by their light green bodies, with black markings and white top.
  ����������������������������������
  This is another grenade with the cylindrical 5.7 inch tall sheet
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  weighs in at 32 ounces and can only be thrown about 25 meters by the
  average soldier. It is filled with 26.5 ounces of TH3 Thermate mixture, an
  improved version of the thermite compound that filled incendiary hand
  grenades of World War II. This compound will burn for about 40 second
  at 4,000 degrees Fahrenheit, hot enough to fuse any metal objects it
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  touches and cut through a half inch homogenous steel plate, as well as
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  produces its own oxygen as it burns, so it can be used underwater with
  ease.
  They are identified by their grey color with purple markings,
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  color codes.
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  This is an older predecessor of the M8. While the same physi-
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  ounces of terephthalic acid, which will burn for 25 to 70 seconds. It is
  identified by its forest green body, light green markings, white top and
  blue band.
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  The M15 is a sort of jack of all trades, used for signaling,
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  hefty grenade at 31 ounces, it is filled with 15 ounces of white phospho-
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  radius. Troops need to take cover when using these grenades, as the
  average soldier can hurl it 30 meters at best. The filler will burn within the
  area for 60 seconds at 5,000 degrees fahrenheit. Unfortunately, this
  high temperature causes the smoke generated by the grenade to rise
  quickly, especially in cool climates, making it less than desirable as a
  screening device. They are identified by their grey base color, with a
  single yellow band and markings.
  �������������������������
  These grenades are used by small units primarily as a signal-
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  ing sites.  They are also frequently used for screening, since the smoke
  is not as hazardous as with the M8 grenades.
  The M18 is fabricated with the standard 5.7 inch tall cylindrical
  sheet metal body, with four emission holes on top and one on bottom,
  filled with 11.5 ounces of smoke compound in either red, green, yellow,
  or violet. The grenade, weighing 19 ounces, can be thrown about 35
  meters, and will burn for 50 to 90 seconds.
  ���������������������������������������
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  the M61, utilizing both the sheet metal shell and
  the prescored steel wire coil lining it to produce
  fragmentation with an effective casualty radius
  of 15 meters.
  Initially developed for deployment dur-
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  The grenade could be fit into the clamp claws of
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  tridge, reaching a distance of up to 160 meters.
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  can be thrown about 45 meters, with a casualty radius of 15 meters.
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  �����������������������������������������
  While long obsolete, the M34 was one of the most versatile
  grenades manufactured by the United States military. While type classi-
  fied as a chemical smoke grenade, the weapon found use for signalling,
  screening, fire-starting, and casualty production.
  Essentially the same in use and effect as the M15 grenade, the
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  soldier, however the grenade has a blast radius of 35 meters, meaning
  anyone deploying it needs to by in a covered position, as do any friendly
  forces. The fragments will burn for about 60 seconds, latching onto any
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  Fahrenheit, so in an enclosed or obstructed position, it can be used to
  fuse metal objects. The high burn temperature means that the smoke
  produced by the grenade tends to rise quickly, making it less than optimal
  for screening purposes.
  �������������������������
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  M67. Using an egg shape, this grenade consists of an explosive core
  which is then wrapped with a prescored wire which produces its frag-
  ments, and the fitted inside a sheet metal shell. Weighing in at 16 ounces,
  this somewhat more unwieldy hand grenade could be tossed up to 40
  meters, with a killing radius of 5 meters and a casualty radius of 15
  meters. They were identified by their olive drab body and a single yellow
  band around the top, with further markings (lot number, etc) also in
  yellow.
  ����������������������
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  ameter steel sphere filled with explosives. The
  sphere fragments upon detonation. Weighing a
  total of 14 ounces, the grenade can be thrown
  a distance of 40 meters by the average soldier,
  with a killing radius of 5 meters and casualty
  radius of 15 meters or 50 feet. They have an
  olive drab green body with a single yellow band
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  about 45 yards, is rarely tossed more than a few yards.
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  D20 Modern presents a rather simple approach to the use of
  grenades, essentially making all grenades the same. We have attempted
  to stay within those guidelines, while providing the differences these
  many grenades have in the real world. So our suggestion is this:
  Blast radius in the statistics is based on the grenade’s lethal
  radius. Inside this area, you get a reflex save to take only half damage. I
  also suggest that to a distance of 2x blast radius, which is still inside the
  casualty radius for most grenades, a Reflex save is forced in that area
  as well, for 1/4 or no damage.
  For example, the M67 grenade does 5d6 damage and has a
  blast radius of 15 feet. The character throws it, it goes boom, and the
  player rolls maximum damage, which is 30 points on 5d6. Anyone up to
  15 feet away from the point of detonation will have to make a reflex save
  for 30 or 15 points of damage. Anyone 15-30 feet away needs to make
  a reflex save for 7 point or no damage.
  Illumination type grenades generate an incredible amount of
  light, many well in excess of 100,000 candella, which is twice as bright
  as the average sunny day. With such intense light, you may opt to have
  it frighten off undead, or perhaps even damage photosenstive undead.
  In the area of range increments, we’d like to reiterate that thrown
  grenades have only 5 range increments. Rifle launched and spin-stabi-
  lized launched grenades use 10 range increments.
  Finally, we use stable damage values and rely on blast radius
  and the like in order to provide differentiation. Those damage values are
  as follows:
  ��������������
  While Action! includes a few stats for a handful of grenades,
  there is one serious flaw that was overlooked, namely the application of
  blast radius to an explosive device. While they list a few grenades, you
  don’t really know how big a boom you’ll get. The repair for that is simple;
  list blast radius in the notes. Like the D20 Sys-
  tem stuff, we’ve decided to rely on a stable
  damage rating for each type of grenade, as
  per the table to the right:
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  As with the other system, a few things need to be clarified for
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  Riot control agents are a class of low lethality chemical weapons that
  are assumed to be safe for non-killing use against riots and unruly dem-
  onstrations worldwide. While all these agents are easily lethal after long
  term exposure, they are fast acting on the human body, forcing most
  unprotected exposed people to retreat long before their lives are at
  serious risk. Of course, with every one of these chemical weapons,
  there are those very few who are severely vulnerable to these chemi-
  cals, and even short exposure can lead to adverse reactions that can
  cause lengthy hospitalization or death.
  Riot control agents can be broken down into several catego-
  ries. These include lachrymators (tearing agents), stemutators (sneez-
  ing agents), orticants (itching agents), regurgitants (vomiting agents)
  and soporifics (sleep-inducing agents).
  CA - Camite - Brombenzylcyanide - Lachrymator
  Early Symptoms (under 15 minutes exposure): rritation of the eyes and
  mucous membranes, causing tears an nausea, inducing retching and
  vomiting as well as involuntary blinking. Lung tissue also swells, result-
  ing in a sensation of tightness in the chest.
  Prolonged Symptoms (past 20 minutes exposure): incapacitation, along
  with damage to the eyes, mucous membranes, and lungs.
  Status: Rarely used due to its level of potency.
  CA is a very potent nonpersistent chemical agent, with effects
  that tend to be significantly more severe than other irritants of this class.
  the chemical is identified by its odor of sour or spoiled fruit, and it is
  treated by removal from exposure and immediate washing. Full recovery
  can take as much as three days.
  D20 Modern Roleplaying Game & Prometheus Special
  Rules: Save DC 14. No initial damage. Secondary damage is blindness
  and nausea, lasting for a length of time that ends 1d6 hours after expo-
  sure to the gas ends. If exposure extends a length of time to reach the
  Prolonged Symptoms stage, the damage state converts to incapacita-
  tion until exposure ends.
  CN - Tear Gas / CAP - Chlorocetaphenone - Lachrymator
  Early Symptoms (under 15 minutes): Severe irritation of the eyes and
  mucous membranes, instigating secreting of saliva and mucous. This all
  leads to tearing, nausea, and coughing.
  Prolonged Symptoms (after 15 minutes): Severe pain in the lungs, retch-
  ing, vomiting, and incapacitation. Can cause lung and kidney damage.
  Status: Employed by Military, law enforcement, and available for civilian
  purchase.
  CN is one of the most common formulas sold as “tear gas”,
  though in the last decade, it has been greatly supplanted by CS. CN is a
  low-lethality chemical weapon that has been in use by military and police
  forces worldwide since as early as 1918. In some areas of the world, it
  has been marketed as a personal defense aerosol. CN is identified by its
  scent of apple blossoms. Treatment is by removal from exposure and
  washing, with a full recovery in less than a day. While nonpersistent, it is
  absorbed by fabrics exposed to it, and will continue affecting anyone
  wearing the clothing until thoroughly cleaned.
  D20 Modern Roleplaying Game & Prometheus Special
  Rules: Save DC 15. No initial damage. Secondary damage is blindness
  and nausea, lasting for a length of time that ends 1d8 minutes after
  exposure to the gas ends. If exposure extends a length of time to reach
  the Prolonged Symptoms stage, the damage state converts to incapaci-
  tation until exposure ends.
  CS - Tear Gas / Pepper Gas - Orthochlorobenzalidene
  Malononitrile - Lachrymator
  Early Symptoms (under 15 minutes): Pain, burning sensation and tearing
  of the eyes. Irritation of the mucous membranes, leading to mucous
  secretion, causing coughing and runny nose. Nausea can also occur.
  Prolonged Symptoms (after 15 minutes): Retching, vomiting, and inca-
  pacitation. Capable of causing lung and kidney damage.
  Status: Used by Militaty, Law Enforcement, and available for civilian
  purchase.
  CS is the low cost replacement to CN. Developed in 1928, it has
  in the last two decade become the most common riot control agent in use
  in North America and Europe. While faster acting that CN or CA, it is also
  considered less lethal. Identified by its scent of pepper. Like CN, CS
  clings to fabric and will continue having effect until the fabric is washed.
  D20 Modern Roleplaying Game & Prometheus Special
  Rules: Save DC 16. No initial damage. Secondary damage is blindness,
  lasting for a length of time that ends 1d10 minutes after exposure to the
  gas ends. If exposure extends a length of time to reach the Prolonged
  Symptoms stage, the damage state converts to incapacitation until expo-
  sure ends.
  DA - Diphenylchlorarsine - Regurgitant
  Early Symptoms (under 30 minutes): Intense burning in the nose and
  throat, leading to secreting of thick saliva and mucous. Tighness and
  pain in the chest, inducing uncontrollable coughing and sneezing. Runny
  nose, giddiness and faintness.
  Prolonged Symptoms (after 2 hours): Nausea, vomiting, incapacitation.
  Possible death.
  Status: Commonly used until the end of World War II.
  DA is a vomiting agent, first developed as a chemical weapon
  for use during World War I, it became a sever riot control agent during the
  worldwide depression of the 1920’s. As a severe riot control agent, it is
  only used against civilians in situations were deaths amongst targets are
  acceptable. After World War II, DA was quickly supplanted by the more
  easily manufactured DM. Normally dispersed as part of a white
  smokescreen, DA itself is colorless when aerosolized, and identifiable
  only by its pepper scent. Treatment is removal from exposure and wash-
  ing.
  D20 Modern Roleplaying Game & Prometheus Special
  Rules: Save DC 14. No initial damage. Secondary damage is nausea,
  lasting for a length of time that ends 1d2 hours after exposure to the gas
  ends (flip a coin). If exposure extends a length of time to reach the
  Prolonged Symptoms stage, the damage state converts to incapacita-
  tion until exposure ends.
  DM - Adamsite - 10-cloro-5, 10-dihydrochlorphenarsazine - Re-
  gurgitant
  Early Symptoms (under 15 minutes): Intense burning in the nose and
  throat, tightness and pain in the chest. Mucous and saliva production
  lead to runny nose, coughing and sneezing. Faintness and giddiness
  also occur.
  Prolonged Symptoms (after 2 hours): Nausea, vomiting, incapacitation,
  possible death.
  Status: Commonly used by former Eastern Bloc / Warsaw Pact nations.
  DM is a more easily manufactured compound, which lead to it
  replacing DA as the preferred crowd control agent of the Soviet Union.
  DA is extremely potent and can easily kill, so it is only used in severe riot
  situations where deaths amongst the targets is acceptible. DM was
  used in limited chemical warfare activities by the United States, which
  used it in tunnel clearing operations in Vietnam. In such confined, en-
  closed areas, DM is extremely lethal. Since DM is colorless when aero-
  solized and identifiable only by its pepper scent, it is normally deployed
  as part of a yellow smokescreen. Treatment, like most riot control agents,
  is a matter of removing oneself from exposure and washing.
  D20 Modern Roleplaying Game & Prometheus Special Rules: Save
  DC 16. No initial damage. Secondary damage is nausea, lasting for a
  length of time that ends 1d6 hours after exposure to the gas ends. If
  exposure extends a length of time to reach the Prolonged Symptoms
  stage, the damage state converts to incapacitation until exposure ends.
  CN/DM - “Super Tear Gas”
  Early Symptoms (under 30 minutes): Severe burning and pain in the
  eyes and throat. Tightness and pain in the chest. Mucous and saliva
  production leads to running eyes and nose, coughing, sneezing, and
  nausea, accompanied by giddiness and faintness. Most subjects reach
  a state of incapacitation within 15 minutes.
  Prolonged Symptoms (after 2 hours): Vomiting, incapacitation, death.
  
  Status: Not in common use. restricted to military use.
  CN/DM is a nasty substance that lives up to its “Super” identity,
  since it is far more effective and lethal than either of its components
  individually. It was developed and used by the United States as a
  counterinsurgency agent during the Vietnam War. It is identified by its
  odd scent of pepper and apple blossoms. Treatment is by removal from
  exposure and washing.
  D20 Modern Roleplaying Game & Prometheus Special
  Rules: Save DC 19. No initial damage. Secondary damage is nausea and
  blindness, lasting for a length of time that ends 1d6 hours after exposure
  to the gas ends. If exposure extends a length of time to reach the Pro-
  longed Symptoms stage, the damage state converts to incapacitation
  until exposure ends.
  HC - Hexachloroethane/Zinc Chloride - Screening agent
  HC isn’t a designated riot control, but for decades has been the
  primary smoke generation compound used by militaries worldwide for
  smoke screening. As the compound’s Type C base of granular zinc
  oxide, HCE, and aluminum burns, zinc chloride is produced, which is a
  choking agent. When inhaled, zinc chloride can cause tightness in the
  chest, dry mouth, metallic taste, shallow and rapid breathing, and a sen-
  sation of choking.  Zinc Chloride, on contact with saliva or mucous,
  reacts with the water in it in an exothermic reaction that causes thermal
  lesions in the upper respiratory tract.
  Effects from exposure include pain, hoarsness, coughing, tear-
  ing, and mucous secretion. Prolonged exposure can lead to bronchop-
  neumonia, fibrosis, or pulmonary oedema in the lower respiratory tract.
  While generally considered a minor nuisance on the battlefield,
  where wind keep the air circulating and smoke screens aren’t in vast
  use, HC smoke has killed hundreds of military personnel, usually through
  expsoure in confined spaces, like enclosed vehicles. HC smoke is deadly
  enough to be used for chemical warfare; a line of 41 M5 smoke pots, all
  burning at the same time, will generate a lethal cloud of HC smoke which
  will kill anything in an area of 1,000 x 1,400 meters in a wind speed of 6
  meters per second or less (under 14 mph).
  Unlike riot control agents, symptoms do not quickly disappear,
  but require treatment, including removal from exposure, oxygen adminis-
  tration, and high doses of steroids to counter lung damage.
  Most militaries now require the use of protective respiration
  equipment (gas masks) when deploying HC smoke. Another alternative
  has been to turn to a far less toxic formulation that replaces the Zin Oxide
  pellets with Titanium Oxide.
  D20 Modern Roleplaying Game & Prometheus Special
  Rules: Save DC 12. No initial damage. Secondary damage is choking,
  lasting for a length of time that ends 1d4 rounds after exposure to the
  gas ends. Treat choking as incapacitation. If exposure extends past 20
  minutes, the gas will cause 1d4 damage each round as its burns the
  lungs. If exposed in an enclosed space, it gas will begin causing 1d4
  damage per round immediately.
  
   
   
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  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who 
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  13 Termination: This License will terminate automatically if You fail to comply with 
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  the breach. All sublicenses shall survive the termination of this License. 
  Big Bang, CyberThriller © and ™ 2003 Dana Jorgensen. All Rights Reserved. 
  All weapon images taken from for-distribution press, review and promotional materials published by weapons manufacturers. Images are copyright their respective 
  manufacturers. All Rights Reserved. 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document  Copyright 2000, Wizards of the Coast, Inc. Authors Jonathan Tweet, Monte Cook,  Skip Williams, based on original materials by E. Gary 
  Gygax and Dave Arneson. 
  'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 
  System License version 4.0.  A copy of this License can be found at www.wizards.com/d20 
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  'Action! System' and the Action! System logo are trademarks of Gold Rush Games and are used with permission. 
  The following materials based on Fudge, entitled Big Bang: the Mostly Illustrated RPG Guide to Modern Weapons, are created by, made available by, and Copyright © 
  2003 by Alternate Realities Publications, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan 
  O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials 
  Copyright © 1992-1995 by Steffan O'Sullivan, All Rights Reserved. 
   
  Big Bang: the Mostly Illustrated RPG Guide to Modern Weapons is produced at least six times per year plus an annual compilation. It is produced by Alternate Realities 
  Publications with offices located at: 
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  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document  Copyright 2000, Wizards of the Coast, Inc. Authors 
  Jonathan Tweet, Monte Cook,  Skip Williams, based on original materials by E. 
  Gary Gygax and Dave Arneson. 
  ' d20 System and the ' d
  20 System logo'  are trademarks owned by Wizards of the 
  Coast and are used according to the terms of the d20 System License version 1.0. 
  A copy of this license can be found at www.wizards.com. 
  ' Action! System'  and the
   Action! System logo are trademarks of Gold Rush Games 
  and are used with permission. 
  Original Fudge materials Copyright © 1992-1995 by Steffan O' Sullivan, All Rights 
  Reserved. 
  The FUDGE System logo is a trademark of Steffan O’Sullivan and used under 
  license.  
  Big Bang: The Mostly Illustrated RPG Guide the Modern Weapons , CyberThriller © 
  and ™ 2003 Dana Jorgensen. All Rights Reserved. 
  All weapon images taken from for-distribution press, review and promotional 
  materials published by weapons manufacturers. Images are copyright their 
  respective manufacturers. All Rights Reserved. 
  Ultramodern Firearms D20 © 2002, Charles McManus Ryan 
   
   
  Designation of Open Content:  
  The D20 Open Content consists of rules under the heading of "Using Data – D20 
  System Data, covering pages 8 and 9 of this document. Further it also includes all 
  material under the heading of “Converting to the D20 Modern Roleplaying Game”, 
  from the bottom half of page 16 to page 18. Additionally, the game statistics specific 
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  appear in  small tables. An empty example of this table appears on page 8.  
   
  Action! System Open Content parallels the D20 Open Content, section for section. 
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  appear in small tables, a blank example of which appears on page 12.  
   
  FUDGE Notices 
  ABOUT FUDGE 
  Fudge is a role-playing game written by Steffan O' Sullivan, with extensive input from 
  the Usenet community of rec.games.design. The basic rules of Fudge are available 
  on the internet at http://www.fudgerpg.com and in book form from Grey Ghost 
  Games, P.O. Box 838, Randolph, MA 02368.  They may be used with any gaming 
  genre.  While an individual work derived from Fudge may specify certain attributes 
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  Box 465, Plymouth, NH 03264. 
   
  DISCLAIMER 
  The following materials based on Fudge, entitled Big Bang: the Mostly Illustrated 
  RPG Guide to Modern Weapons, are created by, made available by, and Copyright 
  © 2003 by Alternate Realities Publications, and are not necessarily endorsed in any 
  way by Steffan O' Sullivan or any publisher of other Fudge materials. Neither Steffan 
  O' Sullivan nor any publisher of other Fudge materials is in any way responsible for 
  the content of these materials unless specifically credited. Original Fudge materials 
  Copyright © 1992-1995 by Steffan O' Sullivan, All Rights Reserved. 
   
   
   
   
   
   
   
   
   
  
   
   
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  Big Bang is the ultimate RPG guide to firearms. Providing factual 
  data on the weapons presented, Big Bang provides statistics for a 
  number of royalty-free, licensed game systems. Free conversion 
  rules are available for other game systems. Big Bang is published in 
  a datasheet format for the ultimate organizational convenience. 
  Available as a semi-regular PDF publication online  or as an annual 
  CD-ROM or print product in stores. 
   
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  Welcome to the new mecca of Cyberpunk. CyberThriller is an 
  excellent new game presenting three timelines; the modern era of 
  Now, then steps into the future of 2025, and makes its third stop in 
  2050. Come visit this forboding world filled with corporate scandal, 
  intrigue, terrorism, revolution, and more. Available Summer 2003. 
   
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  For thousands of years, they have walked amongst us. They are a 
  step ahead of us, people with unique talents and gifts that make the 
  devoted quake in their boots. For centuries, those gifted people have 
  been hunted by the devout, labeled as witches. In this modern era, 
  the hunters have become a truly organized force to contend with, 
  feared by the witches and the law alike. Are you one of the hunters 
  or the hunted? Available Winter 2004. 
   
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  Originally designed as a fan-contributed online sourcebook for the 
  now-dead Cyberpunk 2020 game system, this entire book has been 
  refashioned to fit into Cyberthriller as it's premiere site for cyberpunk 
  subterfuge. Includes an appendix providing Cyberpunk 2020 data for 
  use with that game system. Available Summer 2003. 
   
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  What good is a city without some adventure to make it interesting? 
  This portfolio of adventures all take place in Neo-City. Includes 
  bonus material expanding the Neo-City Sourcebook.  Available 
  Winter 2004. 
   
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  Welcome to the military. The age of epic warfare and grand battles 
  has come to an end. These days all conflicts seem to be "low 
  intensity", a struggle between small opposing forces on a scale that 
  was once considered a mere ambush or skirmish. These days five or 
  ten men can handle the job done 30 years ago by an entire platoon 
  or 60 years ago by an entire company of troops. Release date TBA. 
   
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  We now live in a world where acts of terrorism happen daily, on 
  scales both large and small. This book provides both historical and 
  technical reference, as well as thoughts and theories on both terror 
  and countering it. Available Fall 2003. 
   
  
  
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  Welcome to the world of special operations police units. Originally, 
  there was SWAT, the original police special ops unit formed back in 
  the 1960's, trained in the tactics of storming a building and dealing 
  with heavily armed criminals. With the new millenium came ESWAT, 
  a new police special ops unit designed to face new threats and 
  cross-trained with the military to handle terrorism and weapons of 
  mass destruction, as well as the usual SWAT duties. Now comes the 
  latest evolution in police special ops, MAD, the Miscreant 
  Apprehension Division, the cops trained to deal with the worst threat 
  of all, rogue cyborgs and robots.  Release date TBA. 
   
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  Edge Road is the Guide to the Cutting Edge. An irregularly published 
  series for Modern, Technothriller and Cyberpunk genre games, this 
  book follows technological trends, scientific discovery, and gadgets & 
  gimmicks, presenting them in a manner that makes them useful to 
  the game. As with Big Bang, Edge Road will be a multi-system guide 
  to all things technological. Available Fall 2003. 
   
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  Welcome to the land of concrete canyons and gang warfare. Take a 
  trip to a cyberpunk Los Angeles and see what the city may look like 
  after the Big One. Release date TBA. 
   
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  Welcome to my hometown area. Nothing beats the feel of a book 
  written by the locals. Come take a look at the city that has quietly 
  become the center of the biochemistry industry and working hard to 
  become a core for internet technology industries. Release date TBA. 
   
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  What happens when genetic engineering goes astray? The residents 
  of Neo-City will find out and no one, be they residents of the 
  corporate tower fortresses above or the slums of the Free Zone 
  below, is safe. Available Fall 2003. 
   
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  The challenge is a tough one. Your task is to protect the life of a top 
  rated SimWire star during the filming of his next film. Unfortunately, 
  the star also like activism and seeks to expose conspiratorial 
  problems in the world with more tenacity than an investigative 
  reporter. His next flick revolves around fending off attempts to 
  assassinate him and exposing which one of his too numerous 
  enemies is behind the plot. Can you survive a year of guarding this 
  twit in order to get the big payoff at the end? Release date TBA. 
   
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  We live in an ever-expanding world that is rapidly approaching a 
  point where it will grow well beyond the borders imposed by its own 
  gravity. Take a look into human exploration of space, as it is now, 
  and as it hopefully will be in a future where space travel is almost as 
  easy as getting into the family car. Release date TBA. 
   
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  Even as we expand into the airless vacuum of space, so shall we 
  expand into the airless environments of the ocean depths that can 
  kill us as easily as space. Explore the technologies of life beneath 
  the ocean waves. Release date TBA. 
   
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  Welcome to the year A.A. 100. That’s 100 After 
  Armageddon. The world as we knew it vanished in the hazy clouds 
  of various weapons of mass destruction. However, the world 
  struggles on and the human species survives, one way or another… 
  Take a journey into the fourth timeline developed for CyberThriller
   
  
  Big Bang is an open-ended series of reference books designed for avid
  players of roleplaying games, especially in the modern and near future
  genres. Each volume presents factual data and information on a 
  number of weapons, including details of the weapon’s history, along 
  with statistics allowing immediate use in a number game systems. The
  factual, real world data can be used to easily adapt the presented
  weapons to a wide range of game systems.
  This series is not designed as a stand-alone game. It requires the
  use of core rules from another game system.
  Requires the use of the Action! System ™ Core Rules, 
  published by Gold Rush Games™
  Requires the use of the d20 Modern ™ Roleplaying Game, 
  published by Wizards of the Coast, Inc.
  
SOURCE: textdata/thevault/ Any (Any System ; Generic)/Any System - Alternate Reality Publications - Supplement - Big Bang 1.5 - The Mostly Illustrated RPG Guide to Modern Weapons Vol 1.0.pdf