Triggering blast

By BadMotivator, in Star Wars: Edge of the Empire RPG

I recently reread blast, and I think we've been playing it wrong.

We've played that you always need three advantage to trigger blast, whether you hit or not.

But the rule actually only says three advantage triggers blast on a miss.

''If the attack is successful and blast activates, each character engaged...''

This implies you trigger blast seperately from a successful hit, but nowhere does it say what is needed. This makes me think the ''and'' in the above sentence is a typo.

Does blast always trigger on a hit and you also have the option of triggering it on a miss with advantage? It actually kind of makes sense this way. Certainly makes thermal detonators much much more scary. The way we were playing it only truly sucked if you were directly hit or blast was triggered. If it triggers automatically it makes grenades much better.

Edited by BadMotivator

Active qualities, like blast, require 2 advantage to activate. The spend three to hit on a miss is just something extra for your trouble.

Yeah, it doesn't ever auto-activate (unless a specific weapon says it does). It's special in that you can activate it even on a miss, and the cost differs depending on whether you hit or not.

Discussed it with our GM and we found that bit on active qualities needing 2 to activate unless it says otherwise. Poor way of organizing the rule I think. It makes that entire paragraph seem like a typo.

Still beats other games. At least it's on the same page. Try 40k some time. Unit stats and point value and allowed options on page 60, cost of options on pg 32, options stats on pg 107, special rules definition on pg 75, explanation that special rule C is just a renamed special rule from the core rulebook and not actually listed in this book on pg 84.

How do you guys typically explain what happens when you miss and have no advantages? It feels weird calling it a dud. It means there are some terrible grenade producers in the galaxy :-)

Same thing that happens when you miss with any other attack; you miss your target. The blaster bolt/grenade explosion/blade is still deadly, it just doesn't make contact with anything.

How do you guys typically explain what happens when you miss and have no advantages? It feels weird calling it a dud. It means there are some terrible grenade producers in the galaxy :-)

When my player failed to net any success on the grenade he threw, I narrated that he way overthrew it. He was aiming for the door way of a cantina (from inside) and it ended up in the street.

How do you guys typically explain what happens when you miss and have no advantages? It feels weird calling it a dud. It means there are some terrible grenade producers in the galaxy :-)

It rolls into a gutter, which acts like a grenade sump...

the target manages to get cover and the blast was ineffective...

or my favorite when there's multiple threats, you forgot to pull the pin now guess what's going to be thrown your way next round!

Edited by Domingo

Roll enough threat or dispair and that miss ends up hitting something you didn't want it to hit. Blast takes out a computer system, destroys a store front, or kills non-combatants.

...

or my favorite when there's multiple threats, you forgot to pull the pin now guess what's going to be thrown your way next round!

LOL.. Stolen for my next game.. love that...

Edited by Atraangelis

...

or my favorite when there's multiple threats, you forgot to pull the pin now guess what's going to be thrown your way next round!

LOL.. Stolen for my next game.. love that...

Well from real life experience, I've seen guys pull the pin but forget the secondary safety clip more than once.

I guess I still need clarification on how frag grenades work. If I understand correctly frag grenades do 8 damage to a target on a successful hit. Frag grenades have a 4 crit. So does this mean 4 + crit activates blast on a successful hit or is it 2 crit to activate blast in this case (as I've seen mentioned in prior posts in this thread)? If so, what does rolling 4 crit activate- just a roll on the critical injury? So lets say I hit, and get 4 advantage- I either can spend 2 advantage to activate blast for an additional 6 damage; or spend all 4 advantage to activate a critical injury without activating blast; or can I do both at same time or would I otherwise need 6 advantage to do both?

As for a miss, 3 advantage to activate a blast seems clear enough to me.

Finally, how does one use the delayed detonation (up to three rounds after being activated) in combat? I am assuming that such use would entail attempting to successfully throw the grenade to a specific location with the grenade then going off after the number of rounds specified by the thrower. If you succeed, what is the target when the detonation occurs and does this mean another roll to "hit" the target within the "engaged" range of where the grenade was thrown in the specified rounds prior? What happens if you miss "hitting" the declared target location on the initial throw?

Crits are separate from blast. You trigger blast with 2 advantage.

So with 4 you can either do a crit and no blast or a blast and no crit.

Blast will deal the regular 8+success damage on the initial target plus 6+success on every character engaged with the initial target.

Ok....

Blast and crit are seperate effects.

So in your example (one success, four advantage) you can either spend four to inflict a critical injury on the single character targeted by the attack, or spend two advantage to activate the blast quality and inflict 7 damage (6 plus 1 success) on all characters at engaged range to the target of the original attack. The original target does not get additional damage from the blast effect.

If you roll no successes, but have three advantage to spend, you can spend three advantage to make the original target, and everyone engaged to the original target, take 6 damage from the blast effect.

Delayed fuse isn't explained, but best I can decipher, it looks like you'd spend an action on a turn to make the throw, but not actually make the attack roll until the begining of your turn on the round its supposed to explode. Essentially it allows you to make multipule attacks in a single turn... interesting...

Edited by Ghostofman

I think the delayed fuse is more of a plot device than something you'd use regularly in combat. You set a delay fuse to hit the stormtroopers who are pursuing you while you make your escape.

But combat wise I think it would work like GoM suggests. You basically wait to make the attack for the number of rounds you specify. It could potentially let you make 4 separate grenade attacks simultaneously(three rounds of setting delayed fuses and on the last round you make a normal attack = 4 simultaneous grenade explosions)