Gear of The Black

CHEMPLAST (CP-HE) CHARGE
Cost: 6 credits/15 platinum
Availability: ILLEGAL
A high-yield plastic explosive, these charges let loose their energy in a relatively small area. Shrapnel isn't an issue (unless whoever set the charge packed it full of nuts and bolts and such), but the blast wave is apparently a lot like being struck by a cruiser.

GRENADE, CONCUSSION
Cost: 1.4 credits/3 platinum
Availability: ILLEGAL
Used offensively because the smaller blast radius is less dangerous in the open, these grenades can still clear an area very effectively.

GRENADE, FLASHBANG
Cost: 0.8 credits/2 platinum
Availability: ILLEGAL
Designed to stun enemies, flashbangs do relatively little damage if any at all. The only way to deal with this effect is complete ear and eye protection.

GRENADE, FRAGMENTATION
Cost: 1.8 credits/5 platinum
Availability: ILLEGAL
Sharp fragments of metal rip through everything and everyone in the area. The only effective protection usually involves diving something - or someone - big and thick and heavy.

GRENADE, SMOKE
Cost: 0.6 credits/ 2 platinum
Availability: Core Worlds
Inhaling the smoke does some damage, seeing as you get less air that way, but mostly it just obscures vision inside and through the cloud it creates.

GRENADE, GAS
Cost: 1.2 credits/ 3 platinum
Availability: ILLEGAL
The grenades release a special nerve-gas designed to knock out those who breathe it. The effects are like several hours of hard-drinking on an empty stomach.

MINING CHARGE
Cost: 20 credits/50 platinum
Availability: Everywhere
Used to blast mine shafts, these charges are perfect for demolition of all kinds, and often come with a remote detonator or a timed electric fuse. The trick? It requires a mining permit for possession.

SEEKER MISSLE
Cost: 95 credits/238 platinum
Availability: ILLEGAL
A Newtech weapon from the war, Seekers are automated, flyin' grenades. They use a small hover-drive to move around, and look a lot like a two-foot-long tadpole that wants to splatter you across the scenery. They tend to move toward motion and heat, and explode when they think they're near a target - any mobile heat source not transmitting the proper transponder signal. Tossing a flare tends to fool Seekers, but the blast can still be deadly at a range.

SQUADKILLER
Cost: 48 credits/120 platinum
Availability: ILLEGAL
A horrific little surprise left by retreating Alliance forces during the war, squadkillers are about the size of a large book, and are usually buried or hidden at a major intersection or common areas where people are likely to congregate. Built-in sensors wait until there are at a least 12 warm bodies within 15 feet of the bomb, and then boom! Folk are all dead, just like that.