A spherical fragmentation grenade on its side, its safety pin and pull ring lying withdrawn in front of it

Fragmentation Grenade

Built on the chassis of RMU's own Ball attack table — the same 37 bands of 3 a weapon table uses, moved 50 points down the roll axis. That shift is how RMU encodes an attack that adds only its rank count instead of an Offensive Bonus: the ceiling drops to 125 rather than the roll being penalised RMUCore Law 9.3 (p. 164) gives area attacks no attack skill, only the level of ranks in the originating list. Spell Law's Fire Ball resolves on the Fire Ball Table, and all three Ball tables (Fire, Cold, Lightning) run 15-17 to 123-125 against a weapon table's 65-67 to 173-175. Ball, Fire and Bolt, Fire are near-identical at the same band index (+1.2 hits), so a ball is its bolt with the axis moved.

One roll for the detonation, then each target subtracts their own Quickness DB and applies the band modifier for where the grenade actually landed. Criticals are rolled separately per target, so one burst opens one man's arm and another's leg RMUCore Law p. 175: criticals from one area effect are rolled per target rather than once for the group, so a Fire Ball can burn one target's arm and another's foot. The GM may roll once for a large group to save time. The full procedure — placement maneuver, scatter, the blast bands and the fuse — is on Combat.

A critical against Kindred lands one severity level lower. This table reaches G, and a result above E is an E critical plus a second one taken from the second critical type listed: an F is Shrapnel E plus Ballistic Impact A, a G is Shrapnel E plus Ballistic Impact B. Both land on the same body location — fragments and blast in one wound RMUCore Law p. 175 and Table 9-8a: F = E+A, G = E+B. Where an attack table lists several critical types they are used in the order listed, and every critical from one attack shares the same roll and therefore the same location. Fragments first and blast second is this conversion's ordering. The BA I-IV columns price how well a vest stops a fragment; whether it was standing in front of the part that got hit is resolved per area by Ballistic Shrapnel's own covered and bare clauses.

WeaponSizeLengthStrengthWeightFumble
M67 FragmentationMedium——0.94

Area attack. ONE roll for the detonation: d100 open-ended plus your RANKS in Ranged Weapon: Thrown — not the skill bonus — then each target subtracts their own Quickness DB and applies their band modifier from where the grenade actually landed. Criticals are rolled separately per target, so one burst can open one man’s arm and another’s leg.

Short (+0)Medium (-10)Long (-25)Extreme (-50)Absurd (-100)
30'60'90'120'150'

How Far It Reaches

Where a target stood decides the modifier on the one roll below. The radii are the weapon's, not the thrower's, so they do not move with the attack FM 23-30US Army FM 23-30: the M67's killing radius is 5 m and its effective casualty radius 15 m, converted to feet and rounded to the table's own steps. The FRINGE is this conversion's - the field manual gives no third figure, and the band exists because a body caught at the edge of a burst needs somewhere to land that is neither a casualty nor untouched:

BandReachesModifier to the roll
Kill radius15'+20
Casualty radius50'+0
Fringe80'-40
Not wholly inside its band—a further -20

Fig. 1 The three bands

The three bands

The three radii at one scale. The casualty ring is more than three times the kill radius across, which is why a grenade thrown into a room is a room-wide event and one thrown into a street is not. The placement roll, the scatter and the fuse are on Combat.

The three radii at one scale. The casualty ring is more than three times the kill radius across, which is why a grenade thrown into a room is a room-wide event and one thrown into a street is not. The placement roll, the scatter and the fuse are on Combat.
Criticals:Ballistic Shrapnel (S), then Ballistic Impact (I)
Disarm modifier:—
Subdual modifier:—

Medium

Roll1AT 1 - None: light clothing, bare skin (RMU Table 7-2b, p. 148).2AT 2 - Heavy Cloth: heavy clothing, furs, padded jackets.3AT 3 - Soft Leather: thick leather clothing, quilted padding.4AT 4 - Hide Scale: small hard elements sewn to a flexible backing.5AT 5 - Laminar: hand-sized rigid segments in flexible joints.6AT 6 - Rigid Leather: large rigid organic plates - the best organic armor.7AT 7 - Metal Scale: small metal elements on a flexible backing.8AT 8 - Mail: flexible woven metal.9AT 9 - Brigandine: hand-sized metal plates - plate protection without the solid shell.10AT 10 - Plate: full plate, the best protection against physical attacks.BA IBA I - Concealable Vest: a thin aramid weave worn invisibly under a shirt; undercover and executive protection, rated for standard pistol rounds.BA IIBA II - Duty Vest: the patrol officer’s soft armor, thicker aramid layers over the torso; stops common pistol calibers up to magnum revolvers.BA IIIBA III - Rifle Plates: hard ceramic or steel plates in a carrier over soft armor; stops rifle rounds. SWAT and military issue.BA IVBA IV - Tactical Plate: the heaviest wearable protection, full composite plates rated against armor-piercing rifle fire; slow, loud, and unmistakably military.
123-12544G40G35G29F27F25F23F20E17E13E20D17C13B10A
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