Arc Grenade

Arc Grenade
''Grenade power. Deals greater damage to shield HP. Reduced damage to other HP.''

Effect: The grenade starts arcing electricity mid air to deal maximum damage to shields and synthetic enemies.

Requirements: BAB +0, Electronics: 2, Repair: 2. Each rank increases skill rank requirement by +2.

Activation: Choose to activate when throwing a grenade.

Notes: Chance to stun. Reflex Save for half damage

Save: Fortitude to negate stun. Reflex for half damage. Save DC for both is 12 + 1/2 Electronics Rank

Rank 1

 * Grenade deals 1d6 damage against creatures with no shield.
 * Grenade deals 4d6 damage against creatures with a shield.
 * Radius: 25 feet
 * Creatures damaged without a shield must pass a Fortitude Save (DC 12 + 1/2 Electronic Rank) or lose 1 action on their next turn. All damaged creature must pass a Reflex Save (Same DC). A successful save reduces damage by half

Rank 2

 * Grenade Capacity increased by 1. Permanent bonus.

Rank 3

 * Shield HP damage increased to 5d6.

Rank 4
Choose one of the following effects to add to the effects of Arc Grenade:

 Damage   Radius 
 * Shield HP damage increased to 6d6. Unshielded enemies damage increased to 2d6.
 * Grenade Radius increased to 30 feet.

Rank 5
Choose one of the following effects to add to the effects of Arc Grenade:

 Maximum Grenade Capacity   Electrical Damage 
 * Grenade capacity increased by 1. Permanent bonus.
 * Enemies caught in the grenade radius take 1d6 electrical damage per round for 2 rounds.

Rank 6
Choose one of the following effects to add to the effects of Arc Grenade:

 Armor-Piercing   Shield Overload 
 * Creatires without shield HP but with plating take damage as if they had shield HP.
 * Initial blast damage against shield HP increased to d8s.