Quick note for the GMs out there: this is a toy you might not want your players to get their hands on unless absolutely necessary. They’re new, rare, still in testing, and expensive.

XM-25 25mm Defilade Target Engagement System (“Punisher”)

The XM-25 is a airburst grenade launcher that uses various targeting methods, including a thermal sight, and a laser aiming designator to program the internal ballistic computer onboard the round, allowing the user to program the range at which the grenade should detonate. This allows the round to be fired over an obstruction and explode above the target. They can also breach a thin barrier (like a window or door) and explode on the other side.

The 25mm × 40 low velocity grenades called high-explosive airbursting (HEAB) rounds, armour piercing explosive rounds, flechettes or canisters of lethal tiny darts for close-quarters combat, door breaching loads, anti-personnel rounds, and probably the weapon’s most lethal type of ammo: thermobaric (or fuel-air bombs [FAE]) grenades.

Here’s the US DoD description of the FAE effects: The [blast] kill mechanism against living targets is unique–and unpleasant…. What kills is the pressure wave, and more importantly, the subsequent rarefaction [vacuum], which ruptures the lungs…. If the fuel deflagrates but does not detonate, victims will be severely burned and will probably also inhale the burning fuel. Since the most common FAE fuels, ethylene oxide and propylene oxide, are highly toxic, undetonated FAE should prove as lethal to personnel caught within the cloud as most chemical agents.

A GM can probably understand why you don’t want characters wandering about with the latter. Considering the cost of the FAE round is about $1000/shell, you have a good reason for why they wouldn’t be issued one under anything but the most extreme conditions.

PM: 0   S/R: 1   AMMO: 4   DC: see below   CLOS: 0-30   LONG: 100-210   CON: n/a   JAM: 95+   RL: 2   COST: $30,000

GM Information: The XM-25 must be aimed to use the programmable function of the grenades. The user gets the usual +3 EF modifier, but can ignore cover modifiers against them. The damage of the grenades is DC: J for the HEAB and HEAP rounds (the armor piercing rounds half the armor of a vehicle and ignore personal armor benefits.) The canister rounds do DC: I and ignore half the personal armor benefits. Door breaching rounds are area effect, but the damage if DC: H and the barrier provides double the usual damage protection, but is itself destroyed.

The FAE grenade does DC: L with a blast radius of 25′ for damage falloff. Fire damage at DC: F follows for 6 rounds, unless the fire can be extinguished. The damage is applied to any structure that the person might be in — like a small house, say. They’re incredibly destructive.