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Electromag Grenade (Ultimate)

Level 16 consumable grenade with 20-foot burst radius dealing 12d8 electricity damage; basic Reflex save. If you have the critical specialization effect for grenades, tech creature...

commonConsumableElectricityGrenadeTech
Level
16
Price
13,000 credits
Bulk
L

These grenades discharge a shocking field that deals electricity damage with a basic Reflex save. If you have access to the critical specialization effect of grenades, tech creatures and unattended tech items that critically fail their saving throw against electromag grenades become Glitching.

VariantPriceBulkEffect
Electromag Grenade (Commercial)10 creditsLThe burst radius is 5 feet, and the electricity damage is 1d8.
Electromag Grenade (Tactical)80 creditsLThe burst radius is 10 feet, and the electricity damage is 2d8.
Electromag Grenade (Advanced)120 creditsLThe burst radius is 10 feet, and the electricity damage is 3d8.
Electromag Grenade (Superior)1500 creditsLThe burst radius is 15 feet, and the electricity damage is 8d8.
Electromag Grenade (Elite)3000 creditsLThe burst radius is 15 feet, and the electricity damage is 10d8.
Electromag Grenade (Ultimate)13000 creditsLThe burst radius is 20 feet, and the electricity damage is 12d8.
Electromag Grenade (Paragon)50000 creditsLThe burst radius is 20 feet, and the electricity damage is 14d8.