Incendiary Grenade

World of Darkness - Armory
Incendiary grenades are filled with chemicals that produce extreme temperatures once set off. Once ignited, an incendiary grenade will burn (in much the same way a road flare burns) at extremely high temperatures for 30 to 45 seconds, burning or melting through most materials very quickly. Two subtypes of incendiary grenades exist:
Thermate and thermite grenades are designed to quickly destroy durable equipment such as engine blocks and other heavy machinery, and do not explode, though the burning metal can sputter and threaten a small radius. Thermate and thermite are both combinations of flaked aluminum and iron oxide (rust). When ignited, a portion of the thermate mixture is converted into molten iron and burns at around 4,000 degrees Fahrenheit. This reaction will cause metallic parts to become fused if they come into contact with the molten iron mixture. The fire from a thermate grenade covers its entire blast area, does 4(L) points of damage per turn and has the Armor Piercing 8 effect.
Example: American AN-M14
White phosphorus grenades are used to start fires and provide obscuring smoke, and have a small bursting charge to spread their cargo. White phosphorus (WP or “Willy-Pete”) is a waxy material with a garlic-like odor produced from phosphate rocks. The fire from a WP grenade covers its entire blast area, does 4(L) points of damage per turn and has the Armor Piercing 3 effect. In addition, a white phosphorus grenade also functions as a smoke grenade (see below).
Examples: Dutch NR-12, German DM24, American M15
Molotov cocktails, like pipe bombs, are preconfigured explosive devices (see p. 116), primed by the user and then thrown, and so are treated as grenades here. These Hollywood favorites of rioters, punks and gang members first appeared during the Finnish-Russian War prior to the onslaught of World War II, and were used so regularly that the Finnish government had Molotov cocktails mass-produced and even included matches. Pour gasoline in a bottle, add a rag for a wick, light and throw. Molotov cocktails must be lit before they can be thrown. They use the same rules as pipe bombs in this regard. Molotov cocktails never use the optional grenade rule described above, as they explode when the glass of the bottle breaks upon impact with the target.
Item type
Weapon, Explosive
Thermite
Damage: -2(L)+4
Blast Area: 5
Force: 4[br Size: 1/J
Cost: N/A
Primary Effects: AP 8, fire damage*
White Phosphorus
Damage: -2(L)+4
Blast Area: 5
Force: 4[br Size: 1/J
Cost: N/A
Primary Effects: AP 3, fire damage*, Concealment**
Molotov Cocktail
Damage: -1(L)+2
Blast Area: 3
Force: 2[br Size: 2/L
Cost:
Primary Effects: Not aerodynamic, fire damage
* Fire Damage: Each turn after the first, anything still in the blast area continues to suffer fire damage equal to the explosive’s Force.
** Concealment: The blast area is filled with concealing smoke. See p. 105 for more information on smoke-concealed targets.
Cost Note: Items with a Cost of “N/A” are available for non-military sale only through the black market (p. 194).