Electromag Grenade (Ultimate)
Consumable grenade dealing 12d8 electricity damage in a 20-foot burst radius, with a basic Reflex save for half. If you have access to the critical specialization effect of grenade...
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.
| Variant | Price | Bulk | Effect |
|---|---|---|---|
| Electromag Grenade (Commercial) | 10 credits | L | The burst radius is 5 feet, and the electricity damage is 1d8. |
| Electromag Grenade (Tactical) | 80 credits | L | The burst radius is 10 feet, and the electricity damage is 2d8. |
| Electromag Grenade (Advanced) | 120 credits | L | The burst radius is 10 feet, and the electricity damage is 3d8. |
| Electromag Grenade (Superior) | 1500 credits | L | The burst radius is 15 feet, and the electricity damage is 8d8. |
| Electromag Grenade (Elite) | 3000 credits | L | The burst radius is 15 feet, and the electricity damage is 10d8. |
| Electromag Grenade (Ultimate) | 13000 credits | L | The burst radius is 20 feet, and the electricity damage is 12d8. |
| Electromag Grenade (Paragon) | 50000 credits | L | The burst radius is 20 feet, and the electricity damage is 14d8. |
Level 16 · Price 13,000 credits · Bulk L
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