Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Code Grenade

SFS Note: The code grenades information table was omitted; it is published below
Code grenades are technomagical weapons designed to attack technology with an incessant worm program and garbage coding, using the same port technology necessary for the targets to interface with living beings. This is not unlike a localized distributed denial-of-service attack on the targets in range.
Only constructs with the technological subtype are damaged by a code grenade's electrical blast, and if they fail their Reflex saving throws, they're also staggered for the listed duration. In addition, if any creature wielding or wearing at least one piece of non-analog gear in the grenade's explosion radius fails their Ref ex save, the malicious code af ects their equipment, rendering them off-target for the listed duration. Constructs with the technological subtype are ever only staggered and not rendered off-target.

Code Grenade, II

Source Starfinder #49: A Light in the Dark pg. 42
Level 10; Price 2,800
Hands 1; Proficiency Grenade
Damage 6d6 E; Range 20 ft.; Critical
Capacity Drawn
Bulk L; Special Explode (6d6 E, special 1d4 rounds, 15 ft.)

Code Grenade, I

Source Starfinder #49: A Light in the Dark pg. 42
Level 6; Price 675
Hands 1; Proficiency Grenade
Damage 2d6 E; Range 20 ft.; Critical
Capacity Drawn
Bulk L; Special Explode (2d6 E, special 1 round, 15 ft.)

Code Grenade, III

Source Starfinder #49: A Light in the Dark pg. 42
Level 16; Price 26,000
Hands 1; Proficiency Grenade
Damage 12d6 E; Range 20 ft.; Critical
Capacity Drawn
Bulk L; Special Explode (12d6 E, special 1d4+1 rounds, 15 ft.)