With the high strength and efficiency of Myomer armatures, mechs have become king of the battlefield, and with that role, comes the impetus to take full advantage of the mech's unique capabilities. Nothing more than a payload with a time or impact fuse to activate the contents, grenades have been a staple of infantry combat for millennia. Yet the simplicity, light weight, and power of thrown explosives can also be applied to give mechs an edge. Ranging from smoke dispensers to depth charges to explosive javelins, these devices are a light and inexpensive way to add punch
-Grenade attacks occur in the Physical Attack phase, cannot be used in conjunction with physical attacks, and are based on Piloting Skill, but are treated as ranged attacks for all other rules purposes.
-In order to make an attack with grenades, the attacking mech must use an arm with no undamaged or missing actuators, including Lower Arm and Hand Actuators, and cannot have fired weapons located in that arm the previous phase. The target number for the attack is equal to the pilot's Piloting Skill. A mech can only make one grenade attack per turn.
-Grenade "ammunition" consists of half-ton armored racks that take up a single critical slot. Grenades are light, but bulky. Grenades tend to use insensitive explosives, so ammo will not explode when receiving a critical hit, but the grenades will be destroyed.
Some tentative examples:
Frag Grenades- Ammo:2, range:1/2/3, 4d6 damage vs infantry, no damage to all other targets.
HE Grenades- Ammo:2, Range: 1/2/3, 5 damage. Damage doubled against structures.
Smoke Grenades- Ammo:2, Range: 3, Targets a Hex and cannot scatter, lays down Light Smoke in a circular area 3 hexes wide (7 hexes total) that lasts for 3 turns. This smoke becomes Heavy Smoke right before the Physical Attack phase on the second turn of the effect, as the grenade more thoroughly fills the target area.
EDIT: Some new ones I was brainstorming:
Demolition Charge: Ammo:1 . This grenade must be placed in the same hex as the mech that's using it. When the demo charge is placed, the controlling player may choose the number of turns until detonation. On the End Phase of the final turn, the demo charge detonates and all targets in the demo charge's hex take 20 damage in 5 point clusters. Buildings take twice as much damage.
Mech Javelin: Ammo: 100/Mech Tonnage (Rounded Down), Range: 1/2/5/10, Damage: Mech Tonnage/10 (Rounded Down). Javelin attacks take an automatic +2 to-hit against targets that have moved at least one hex in the preceding Movement Phase.