There here no hexes now, so using a roll to determine the intended target is impossible. The way grenades work now is this:
Choose a Section you can target. Count the fewest number of moves it would take for your character to get there. This is the number of defence dice used. Roll the attack roll. If you succeed the grenade detonates in the chosen section. If you fail, then determine at random one of the connected Sections from your chosen Section. The grenade detonates there.
Fireball The go-to for many as there is something satisfyingly primal about causing a large explosion. Ability: Physique Effect: All creatures in the target Section and all connected Sections take 4 damage.
Phantom Grenade When this grenade explodes it appears to do nothing at first. But those standing just a little bit further away feel the full force of it. Ability: Visual Effect: Creatures in the target Section take no damage. Creatures in connected Section take 3 damage.
Nanobot Storm These flying nanobots can be programmed to hit 3 different targets. Ability: Intelligence Effect: A creature of the player's choice in the target Section takes 5 damage. A second creature of the player's choice in a connected Section takes 4 damage. A third enemy of the player's choice in a connected Section to the second creature takes 2 damage.
Wormhole Spheres This pair of smooth black spheres allow you to create a small wormhole Ability: Vision Special: You target two Sections as the intended target. Make one roll for each targeted Section. Effect: When switched on, they allow any creature to travel between the two Sections as if they are connected Sections.