Flash Grenade
Concussive flash-bang: magnesium flash and overpressure wave calibrated to overwhelm human senses without causing permanent damage.
Rules Reference
| Field | Value |
|---|---|
| Category | gear-utility |
| Damage / Dice | none |
| Damage / Effect | targets failing save are blinded for 1d4 rounds and deafened for 2d4 rounds |
| Damage / Partial Save | targets passing save are dazzled for 1 round (disadvantage on visual Perception and attack rolls) |
| Damage / Radius | 6m radius burst |
| Damage / Save | Fortitude DC 15 negates |
| Damage / Vs Synthetics | auditory sensors likewise overloaded; synthetic targets save normally but failure deafens for 2d4 rounds |
| Gear Type | explosive |
| Kadiss Signature | restricted |
| Rek Cost | 50 |
| Slots | 1 |
| Trigger Action | standard |
| Weight | 1 |
Notes
Damage / Vs Cyber Eyes: targeting eyes and other optical augments are overloaded; save at disadvantage and failure means blindness for 2d4 rounds