Hallucination Grenade

Hallucination Grenade.

These kinds of Grenades induce a variety of short-lived psychological states and delusions. Anyone within 10 metres of detonating a Hallucinogen Grenade must succeed on a Difficult (-10) Toughness Test or be overcome with delusions and hallucinations for 1D10 Rounds. Whilst affected, on the character's Turn, roll a D100. on a 50 or Less the character may act normally. On a 51-75, the character runs arouns screaming in response to some perceived weirdness. On a 76 or higher the character attacks the closest creature to him, regardless of friend or foe, using whatever weapon he has.

Section heading

Class Range Dam Pen Special Wt Cost Avail
Thrown SBX3 Special 0 - 0.5kg 200 Rare

Optional Rule: When the character is affected by a Hallucination Grenade, you can roll with the mentioned effects below to see how the character behaves for the next 1D10 Rounds.

Name Effect Roll
Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tried to claw off imaginary insects. The character counts as Stunned. 01-10
My Hands...! The character believes his hands have turned into slimy tentacles, or prehaps the flesh has begun to strip off the bone in bloody lumps, Regardless of particulars, the character drops everything he is carrying and spends the duration staring at his hands and screaming. The character counts as being stunned. 11-20
They're coming through the walls! The character sees gruesome Aliens bursting through the walls/ceiling/floor/bushes and opens fire. The character must spend each turn firing at random pieces of terrain within his line of sight. Any creatures caught in the line of fire are subject to attacks as normal. Each round choose a new target at random(usually by assigning a number to direction and rolling 1d10 to see where the character shoots-- a 1 is at the ground and a 10 in the air) 21-30
Nobody can see me! The character believes he is invisible and wanders aimlessly, pulling faces at those around him. He waddles about in random directions each round, using a Full Action to move. The character retains his Reactions. 31-40
I can fly! The sky looks so big and inviting, the character flaps his arms trying to imitate a ptera-squirrel. He may do nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random direction, with the usual consequence for falling -- appalling damage or death being the most usual outcomes 41-50
They've got it in for me... The character is overcome with paranoia, believing even his own comrades are out to get him. On the character's Turn, he must move into a position of cover, getting out of line of sight from any other characters. He remains hidden until the effects ends. 51-60
They got me mother... The character believes that the gas is toxic and collapses to the floor as if dead -- he counts as being helpless. Any other character who sees him "die" must pass an Intelligence Test or they think the character is dead too. 61-70
I'll take you all on! The character is filled with burning rage and a desire for violence. The character enters a Frenzt and attacks the closest opponant 71-80
I'm only little! The character believes he has shrunk to half his normal size, and everything else is big and fightening now. All other characters count as having a Fear Rating of 3 to the character. 81-90
The Worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up and around his leg. If holding a gun, he shoots himself with it, or if not, he hits himself in the leg with whatever melee he is holding. If the character is currently holding no weapon, he draws a random weapon from those he carries and attacks himself with in. Randomly determine which leg the character believes to be trapped by the worm. The attack hits automatically and deals normal damage. 91-00