so my last session ended with a bang, quite literally, with two players falling out of their YT-2400 while they were entering the lower atmosphere of the planet. One of which had a active grenade on him and 10 more on his person. One player used force push to push the other character back towards the ship prior to them exploding.
My question is would you as the GM make the one grenade trigger the rest of them and kind of make a mini "bomb". I know the book says frags don't affect heavily armored foes and a ship would definitely fit that bill but that's one not eleven. I was thinking that the one grenade would trigger all of them (or at least have a chance to)..
Vs a ship here are some idea's I had:
1. counted each grenade separately then they would never get past the Armor (soak).
2. roll once and if it's a successful hit then add addition successes to base damage and multiple that by 11
3. roll for each individual grenade and keep a tally of each successful hit and then add that up and the misses could just mean that grenades didn't trigger. If total is above the soak then remaining damage goes to ship. Which means they will have to get some repairs done at next stop.
4. One grenade goes off and does not affect the others
This isn't going to have a real mechanical effect other then they will have to pay something to repair the ship (or take the time to fix it themselves when they get a chance to). If the grenades did do a lot of damage and then they get into a space battle that extra HT damage can change the outcome of a fight since they are not at full health.
Edited by llothos