Thrown Explosives use the Throwing Skill (duh) at standard DCs and ranges. You only roll overages to add to damage, though, cause grenades don't blow up harder based on how hard they're thrown. Tin Can Grenade (1 gear point per 3) A simple tin can, stuffed with anything you can find that goes boom and given a simple fuse. Sorta like the old iron bombs they used in the 1800s, focusing mostly on shockwave damage and with very little shrapnel.
Frag Grenade (1 gear point per 2) The classic military pineapple, with a steel shell pre-scored to fragment into lovely bits of shrapnel, a pin, and a handle that lets you cook the grenade to decide when you want it to go off. Blast Radius: 20 feet Ground Zero: 9 Lethal Splash: 7 Lethal
Dynamite (1 gear point) Nitro, baby. Nitro. The most widely used explosive in history, consisting of nitroglycerin-soaked sawdust or clay wrapped in wax and cardboard. It uses a simple fuse or blasting caps and goes off with one hell of a bang. Blast Radius: 20 feet Ground Zero: 11 Lethal Splash: 9 Lethal
Launched explosives use a gun-like weapon to fire their payload, and thus the Guns skill is used to get them to the target. In all other ways they are identical to thrown explosives.
40mm Grenade (1 gear point per 2) A small grenade that is fired by a gunpowder charge and does damage equivalent to a thrown frag grenade. As a failsafe to prevent operator injury, the detonator is not activated until the projectile is at least 10 yards away from where it was fired. Blast Radius: 20 feet Ground Zero: 9 Lethal Splash: 7 Lethal
Rocket (1 gear point) A shaped-charge explosive that uses a small rocket engine to carry an amount of bang equivalent to a stick of dynamite to distant targets. The detonator does not arm until the rocket is at least 20 yards from the target, because you don't want to use this thing at point blank range. Blast Radius: 20 feet Ground Zero: 11 Lethal Splash: 9 Lethal
Launching weapons All launching weapons are considered to be Tier 3, thus costing 4 Gear Points.
Grenade Launcher The classic single-shot, break open grenade launcher. Comes in a wide variety of models and is very easy to use, being similar to a giant single-shot shotgun. It takes a Minor Action to reload after each shot. May be roleplayed as an underbarrel grenade launcher on an assault rifle as well. Range: 70 Rate: 1 Magazine: 1
Missile Launcher A front-loaded missile launcher, such as an RPG-7 or Rockwell BigBazooka. A full turn is required to open the chamber, insert a new rocket, and re-arm the firing system, and a Strength of 3 is required to carry it around. Anything within 5 yards of the back end of the weapon will take 5 Lethal damage from the intense backblast of the rocket. Range: 200 Rate: 1 Magazine: 1