A big list of grenades with some alternative detonators. Let us know what you think.
http://www.darkreign40k.com/grenades-and-toxins/extended-grenade-rules-3.html
A big list of grenades with some alternative detonators. Let us know what you think.
http://www.darkreign40k.com/grenades-and-toxins/extended-grenade-rules-3.html
Quality and "do not explode"
I do not see the "added problem" for the players. If your WEAPON you fire isn´t only missing (Result along the lines of 90+ tend to be "misses")but does not fire anymore, you have to clean it (which takes time you do not have).
If the grenade misses and is a "dud" in addition to it... where is the pain for me?
Haywire Grenade
The grenade should have a penetration. If start with things like "..but only powerarmour works", you have to come up with miles of extra rules for high armoured CREATURES (like this quak-world-worm from CA..this SHOULD have strong enough hide!) as well... and for new special armour coming up later in different books!. They way you handle is sounds good first, but I think it is "bugs-in-the-making"
Knock-Out Gas
I would change "unconscious" for "stunned" and a number of rounds... after which some Toughness-Test is allowed for "coming out of it".
It might be just me, but I do not thinkg that the gas concentration from a grenade somehwere to your feet is enough to "knock you out" right on the spot... no matter who potent the gas is. I do not die standing next to exhaust fume pushing out pure monoxide (which IS deadly!)...I would have to "suck" on it!
Plasma Grenades
If it is really "plasma", I would say "to cheap & not rare enough". But this is due to "bein plasma"
Smoke
A little cheap, isn´t it?
Statsis
This is acient and arcane technology! ...and as available as "smoke grenades"?
Thanks for the tips. I'd been sitting on this for ages and I thought I might as well lob it on the net and let some other people have some input to what i missed.
Gregorius21778
said:
Quality and "do not explode"
I do not see the "added problem" for the players. If your WEAPON you fire isn´t only missing (Result along the lines of 90+ tend to be "misses")but does not fire anymore, you have to clean it (which takes time you do not have).
If the grenade misses and is a "dud" in addition to it... where is the pain for me?
The reason I thought this was needed is that sometimes you can miss with a grenade and still catch the target in area. This is still only doesn't blow anyone up and the humor of potential grenades lying around. I'll clarify the launcher rules and think about some horrible consequences too.
Gregorius21778 said:
Haywire Grenade
The grenade should have a penetration. If start with things like "..but only powerarmour works", you have to come up with miles of extra rules for high armoured CREATURES (like this quak-world-worm from CA..this SHOULD have strong enough hide!) as well... and for new special armour coming up later in different books!. They way you handle is sounds good first, but I think it is "bugs-in-the-making"
The Haywire grenade is one of the ones that started simple and just became more clunky. In short I was never really happy but I'll take another look from that PoV.
Gregorius21778 said:
Your probably right, crazy purple instant knock out gas just doesn't happen. I like the general idea though and there should be enough perception tests for it to start failing quickly in all but the most specific situations. I'll add an annoying delay and test at the start.
I'll take another look at plasma availability and cost. A lot of the grenades aren't balanced like that at all.
Gregorius21778 said:
Smoke
A little cheap, isn´t it?
Statsis
This is acient and arcane technology! ...and as available as "smoke grenades"?
A lot of the entries aren't balanced cost wise. I did't think Smoke is too bad, it's fairly easy to make and blind grenades are only a bit more expensive.
Statsis noted, what was I thinking. I'll sort it tonight. Maybe I'll make it easier to get on one of the Forge Worlds that is mentioned in the main book.
Again thanks for the help.
Happy that you take it "constructive"
I know how it is if you introduce your "heart child" and some hairy guy comes aroudn the corner with "claws out" ;0)
Anyway:
Talking about "horrible consquences". A badly designed granted can go of "to early as well". How about
1-3 --> Goes of after 1 till 3 meters of flight
7-8 --> got to the "dud"-Table (there was one...was it?)
Thanks a lot. I've updated it a bit. Reworked the knock out gas to give a delay (making it even difficult to use in combat), updated the reliabilty rule so it includes the exlosive mishaps table from the DH book (which had a chance of exploding on the thrower) and changed a lot of the availabilities that all probably got copied with the table.
A last word about the "Smoke grenade price". I would not try to make it cheaper then a fragment. While it is the first thought, of cause ("hey, a frag actually KILLS something!"), a smoke isn´t "less complex" to build and the materials shouldn´t be much cheaper, either.
Just because it is a "less lethal" kind of grenade does not mind it has to be much cheaper. As a "trade off", one could assume that the are "covered" in smoke grows from round to round over the duration of 3 rounds. After, smoke grenaded do not discharge "ad once" and the smoke needs time to spread...
I've upped the price and added a spreading effect which should balance it nicely. I guess even things that are farily easy to produce by todays standard still need people paid to sing during their construction
But you are right increasing the price makes it far less likey to be used for sploits.
Wasn´t that much about "sploits" but about "in game price balance". If a spate (9-70 entrenching tool) is about 15 thrones (which I think is to high, anyway!) a grenade should not come for 10. Yes, it is factory mass produced...but so is the 9-70, me guesses
I like what you've done with them, thinking about giving the PC's a vortex grenade at some point. Its like giving them a free perils of the warp in the wrong circumstances
Thanks for the help guys. Yes some of the grenades are really just in there for completions sake but if anyone is going to have them it would be the Holy Ordos so could be included in plot lines.
As for the smoke grenades. I've incresed the price to 10g, I'm aware that they are still one shot items but something I wanted to be in reach of relatively low level characters but the price of thing in this game is just so strange that's it tough to work out. Let me know if people use them in games.