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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Sat Jan 15, 2011 9:33 pm    Post subject: Firecracker grenades? |   |  
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				| How do you handle grenade damage? 
 A frag grenade, physical damage right? Thermal detonators, energy?
 
 How much armour must you wear to benefit from it? Complete or partial?
 Do you roll for hit location, and in that case how do you do that? One single hit?
 
 I find that grenades become more or less useless if you give out that physical armour bonus to easy. Also, they are more or less useless against stormtroopers if you go by any 'realistic' stats (ie they are not human minimum in all stats).
 
 Oh, I have a list of more powerful grenades and types, so I can bring out the heavy artillery when I want to.
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		| jmanski Arbiter-General (Moderator)
 
  
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				|  Posted: Sat Jan 15, 2011 10:01 pm    Post subject: |   |  
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				| I am picturing a group of Stormtroopers glancing at a hand grenade on the ground nearby and shrugging.  _________________
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
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 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sat Jan 15, 2011 10:05 pm    Post subject: Re: Firecracker grenades? |   |  
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				|  	  | ZzaphodD wrote: |  	  | How do you handle grenade damage? 
 A frag grenade, physical damage right? Thermal detonators, energy?
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 That works.  My running theory on proton and concussion warheads is that they deliver energy as well; proton delivers a sphere-shaped blast of blaster energy, and concussion delivers a blast of kinetic energy, probably in the form of a repulsorlift or gravity pulse of some kind (I figure the seismic charges in E2 were basically concussion mines).
 
 
  	  | ZzaphodD wrote: |  	  | How much armour must you wear to benefit from it? Complete or partial? Do you roll for hit location, and in that case how do you do that? One single hit?
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 Well, strictly speaking, the only way to get full protection from the armor would be if it covers all the various body points.  When facing shrapnel from a frag grenade, your armored vest is going to stop some fragments, but your arms, legs and head aren't going to be so fortunate.
 
 Maybe two separate rolls; one for the armored portions of your anatomy, and one for the unarmored, then split the difference?  After all, the armor is going to stop some of the shrapnel.
 
 
 
  	  | ZzaphodD wrote: |  	  | I find that grenades become more or less useless if you give out that physical armour bonus to easy. Also, they are more or less useless against stormtroopers if you go by any 'realistic' stats (ie they are not human minimum in all stats). | 
 
 Well, the thing to remember is that that stat makes stormtroopers less likely to get damaged by grenade shrapnel.  It doesn't make them immune to it.  Realistically speaking, that's one of the advantages of armor is that it makes characters more survivable at the outer ranges of a blast.  I recall reading somewhere that the biggest advantage provided by body armor for our troops was the reduction in injuries due to shrapnel.
 
 
  	  | ZzaphodD wrote: |  	  | Oh, I have a list of more powerful grenades and types, so I can bring out the heavy artillery when I want to. | 
 
 Do tell?  My current grenade list is based off the WH40K Rogue Trader grenades.
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 "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Sat Jan 15, 2011 10:12 pm    Post subject: |   |  
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				| Hmm, lets see if you can paste directly from an excel sheet..and how it works. Going to bed and have no time to format this.. EDIT: Fixed it somewhat.
 
 
  	  | Code: |  	  | Grenades                                   Damage   Blast Rad.     Range       Cost  Avail    Notes
 Merr-Sonn C-16 Fragmentation Grenade   5D/4D/3D/2D   0-2/4/6/10   3-7/20/40   200   1, R
 Merr-Sonn C-22 Fragmentation Grenade   5D/4D/3D/2D   0-2/4/6/10   3-7/20/40   250   2, R   Timer up to 20rnds. Weak magnetic grip (not for throwing).
 Merr-Sonn D-12 Disc Grenade           5D/4D/3D/2D   0-2/4/6/10   3-10/25/50   300   3, R
 
 Imperial Munitions M2 Plasma Grenade   8D/5D/4D/3D   0-2/4/6/10   3-7/20/40   900   3, X
 Greff-Timm Incendiary Grenade           4D/3D/2D/1D   0-2/4/6/10   3-7/20/40   300   2, R   Starts fire. Damage until leaves area or 2D6 rounds.
 Thermal Grenade                         9D/6D/4D/2D   0-2/6/10/15   3-6/15/25   1000   2, X
 Thermal Detonator                        10D/8D/5D/2D   0-2/8/12/20   3-4/7/12   2000   2, X
 Terminaxx Arms TX-II Nerve Gas Grenade   8D/6D/4D/2D   0-2/5/8/15   3-5/15/30   1000   4, X   Each rnd after first add damage -2D.
 
 Merr-Sonn C-30 Cluster Grenade         5D/4D/3D/2D   0-5/10/15/25   3-5/15/30   500
 Merr-Sonn WW11 Cryoban Grenade        4D/3D/2D/1D   0-3/4/5/6   0-5/10/30   800   2, R   Warm clothing +1D Str. Enviro suit negats.
 If stunned, lasts for 1D minutes. If wounded, add Stun for 1D rnds.
 Imperial Munitions I-5 Ion Grenade   4D/3D/2D/1D   0-2/4/6/10   3-7/20/40   300   2, F   Only affects droids and vehicles. No armour.
 Merr-Sonn C-27 Magna Grenade       5D/4D/3D/2D   0-2/4/6/10   3-7/20/40   400   2, X   When thrown becomes very magnetic. If Diff.
 +5 is rolled, it will stick to metallic surface.
 BlasTech SG-2  Smoke Grenade       IR Smoke   0-3/5   3-7/20/40   100       +3D/+2D cover (depending on radius). G146
 
 Merr-Sonn Grenade Classification
 Class A (For C-16, C-22, D-12 and C-27)   6D/5D/3D/2D   0-2/5/8/12   3-7/20/40    +200   2, R   For example C-16A
 Class AA (For C-16, C-22, D-12 and C-27)   7D/5D/3D/2D   0-2/5/8/12   3-7/20/40    +400   2, X   For example D-12AA
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 Last edited by ZzaphodD on Sun Jan 16, 2011 4:34 pm; edited 22 times in total
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		| garhkal Sovereign Protector
 
  
  
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				|  Posted: Sat Jan 15, 2011 10:36 pm    Post subject: Re: Firecracker grenades? |   |  
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				|  	  | ZzaphodD wrote: |  	  | How do you handle grenade damage? 
 A frag grenade, physical damage right? Thermal detonators, energy?
 
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 Frag - Phys
 Thermal det - Energy
 Stun - Energy
 Concussive - phys
 HE - Phys
 gas - phys
 
 
  	  | ZzaphodD wrote: |  	  | How much armour must you wear to benefit from it? Complete or partial?
 Do you roll for hit location, and in that case how do you do that? One single hit?
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 For me, with any grenade, full armor must be worn (or at least more than just torso) to benefit.  I don't roll for hit locations.
 
 
  	  | ZzaphodD wrote: |  	  | I find that grenades become more or less useless if you give out that physical armour bonus to easy. Also, they are more or less useless against stormtroopers if you go by any 'realistic' stats (ie they are not human minimum in all stats).
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 As is, i agree.  That is why you have someone with the Demo skill up their damage (like they would using demo with other explosives), or pair them up.  Imagine making a Bola where the 3 'weighted' ends are grenades...
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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Sun Jan 16, 2011 4:22 pm    Post subject: |   |  
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				| We have crazy stories about running around with plastic bags full of grenades, throwing them like slings. They go back for ages.. (And, if you miss your (now more difficult) target number, the result of the deviation die becomes interensting for all characters in the vicinity..
 
 Perhaps Ill come up with a way of calculating armour values for blast radius attacks. Some kind of average armour with focus on the torso and head.
 
 Regarding Dodge. If I get this right by the RAW, if you manage your dodge roll (beating the opponents Grenade roll) then you suffer NO damage? If so, stupid.
 
 I have really no set system, but dodging in my games put distance between the grenade and the dodger, thereby decreasing damage.
 
 Im thinking of increasing damage from grenades by +1D if you are standing up in the blast area. The first thing a dodge will do is make you hit the deck, decreasing damage by 1D. After that, a better dodge also lets you put distance between you and the grenade thereby decreasing damage as you manage to move into a zone with less damage.
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		| Random Numbers Commander
 
  
  
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				|  Posted: Sun Jan 16, 2011 5:00 pm    Post subject: |   |  
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				|  	  | ZzaphodD wrote: |  	  | We have crazy stories about running around with plastic bags full of grenades, throwing them like slings. They go back for ages.. (And, if you miss your (now more difficult) target number, the result of the deviation die becomes interensting for all characters in the vicinity..
 
 Perhaps Ill come up with a way of calculating armour values for blast radius attacks. Some kind of average armour with focus on the torso and head.
 
 Regarding Dodge. If I get this right by the RAW, if you manage your dodge roll (beating the opponents Grenade roll) then you suffer NO damage? If so, stupid.
 
 I have really no set system, but dodging in my games put distance between the grenade and the dodger, thereby decreasing damage.
 
 Im thinking of increasing damage from grenades by +1D if you are standing up in the blast area. The first thing a dodge will do is make you hit the deck, decreasing damage by 1D. After that, a better dodge also lets you put distance between you and the grenade thereby decreasing damage as you manage to move into a zone with less damage.
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 dodging around a corner should reduce a frag grenade to stun in most cases i expect.
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		| garhkal Sovereign Protector
 
  
  
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				|  Posted: Sun Jan 16, 2011 11:58 pm    Post subject: |   |  
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				|  	  | Quote: |  	  | Regarding Dodge. If I get this right by the RAW, if you manage your dodge roll (beating the opponents Grenade roll) then you suffer NO damage? If so, stupid. | 
 
 Yup and i agree.  Personally i feel if you dodge, you shift yourself 2 blast radiuses away from where you were..  not completely zonk out all damage.
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		| CRMcNeill Director of Engineering
 
  
  
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				|  Posted: Mon Jan 17, 2011 2:16 am    Post subject: |   |  
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				|  	  | garhkal wrote: |  	  |  	  | Quote: |  	  | Regarding Dodge. If I get this right by the RAW, if you manage your dodge roll (beating the opponents Grenade roll) then you suffer NO damage? If so, stupid. | 
 
 Yup and i agree.  Personally i feel if you dodge, you shift yourself 2 blast radiuses away from where you were..  not completely zonk out all damage.
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 I like that rule.  You could also make it so that a Dodge shifts you 1 blast radius and a Full Dodge shifts you 2.
 _________________
 "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 The CRMcNeill Stat/Rule Index
 
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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Mon Jan 17, 2011 5:34 am    Post subject: |   |  
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				| A Dodge lets the character move a certain number of meters away from the grenade. Better dodge roll = more meters. And they end up prone of course. This might mean one, two or no zones depending on the size of the zones (or even escape completely). This makes some grenades with large zones (ex Thermals) very hard to dodge completely. If you go only by zone, those dodges might mean a very long move indeed. _________________
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		| garhkal Sovereign Protector
 
  
  
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				|  Posted: Mon Jan 17, 2011 8:42 am    Post subject: |   |  
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				| I can't see a dodge moving you more than the MOVE number of your character though. _________________
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		| Rerun941 Commander
 
  
  
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				|  Posted: Mon Jan 17, 2011 10:22 am    Post subject: |   |  
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				|  	  | garhkal wrote: |  	  | I can't see a dodge moving you more than the MOVE number of your character though. | 
 
 Since you can go up to half your move without taking an action, use that as the limit for a reaction dodge.  If you take a full dodge (a full action), then you can go your full move score.
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 Luke - "Same as always."
 Han - "That bad, huh?"
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		| atgxtg Rear Admiral
 
  
  
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				|  Posted: Thu Jan 20, 2011 3:32 pm    Post subject: |   |  
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				|  	  | Rerun941 wrote: |  	  |  	  | garhkal wrote: |  	  | I can't see a dodge moving you more than the MOVE number of your character though. | 
 
 Since you can go up to half your move without taking an action, use that as the limit for a reaction dodge.  If you take a full dodge (a full action), then you can go your full move score.
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 That seems about right, maybe even a bit generous. Considering that a character probalby has a second or two to dodge before the grenade explosdes, a half move/full move rule seems about right, assuming the character hasn't already done his movement for the round.
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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Thu Jan 20, 2011 4:30 pm    Post subject: |   |  
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				|  	  | garhkal wrote: |  	  | I can't see a dodge moving you more than the MOVE number of your character though. | 
 
 Normally I have that limit, exceptions might of course occur.
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		| garhkal Sovereign Protector
 
  
  
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				|  Posted: Thu Jan 20, 2011 7:47 pm    Post subject: |   |  
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				| Now i CAN see you going more than the MOVE of your race after FAILING to dodge a grenade.. 
 AIRBORN
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