other types of Grenades

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

Was looking through OOG's Character generator... and I can not find a Smoke type grenade?

Is there one in any book?

To my knowledge, there is nothing like that in grenade form. The closest you'll probably get to that is the 'Fogger' Smoke Generator vehicle attachment/upgrade from Dangerous Covenants, page 61.

Personally I'd probably just repurpose a frag grenade without the Blast quality but throw in other qualities that contribute to the concealment rules (smoke/fog/darkness etc.) from the CRB, page 213, which essentially incurs a number of setback die to any attacks/checks performed against concealed targets for a limited numbers of rounds (in addition to any narrative elements required like concealing numbers, movement or some sort of escape route).

EDIT: Typo.

Edited by QuinnDx

Hmm So something like this.

Smoke Grenade: Dmg 0, Crit N/A, Range Short, Skill: Ranged-Light,

Creates a Thick Cloud of Smoke within Short range. Anyone in the clod Must make a Resilience check at Hard or suffer 1 Strain every round within the smoke. (A Breath mask helps avoid this effect.)

Anyone trying to shoot at from within the cloud or at Targets in the cloud suffers 3 set back dice to hit them. In a static environment, the cloud dissipates at the rate of -1 set back die per 3 rounds.

In an Area with plenty of air movement, such as outside, the Could dissipates at the rate of -1 die per 2 rounds in mild conditions, -1 die per round in moderate condition, and -2 dice per round in heavy weather conditions.

The Could Takes 1 round to form from the time Tossed.

Hmm So something like this.

Smoke Grenade: Dmg 0, Crit N/A, Range Short, Skill: Ranged-Light,

Creates a Thick Cloud of Smoke within Short range. Anyone in the clod Must make a Resilience check at Hard or suffer 1 Strain every round within the smoke. (A Breath mask helps avoid this effect.)

Anyone trying to shoot at from within the cloud or at Targets in the cloud suffers 3 set back dice to hit them. In a static environment, the cloud dissipates at the rate of -1 set back die per 3 rounds.

In an Area with plenty of air movement, such as outside, the Could dissipates at the rate of -1 die per 2 rounds in mild conditions, -1 die per round in moderate condition, and -2 dice per round in heavy weather conditions.

The Could Takes 1 round to form from the time Tossed.

That's... OP, especially for a smoke grenade. Used against minions you could actually remove them from combat... Also, too many rules. Try to keep it as simple as possible, doing as little as possible to generate the effect desired. You don't want to be looking through a rulebook or homedoc when you should be playing.

Using the gas grenades in FC as a base I'd actually suggest you try this:

Ranged (light), Damage -, Crit - , Range short, enc 1, HP 0, Price 30, rarity 4, Blast -, Limited Ammo 1

Smoke lingers for 2 rounds (5 if in a poorly ventilated environment) providing 2 Ranged Defense 1 setback cover for anything Sil 1 or smaller affected. May also provide bonuses when used to mark targets or locations at the GM discretion.

Edited by Ghostofman

I'd just have it provide the equivalent of the cover maneuver in an open area as long as you trigger the Blast effect and have it last a fixed time.

If you make it more than that why would anyone actually duck behind cover when they can drop a smoke grenade and get more Setback dice?

#1... according to the book, page 213

Heavy fog, thick and choking smoke, Darkness of night, Dense head high underbrush and thick grass.

This is a +3 set back situation. Also Smoke and or Fog is going to be affected by wind.

I don't play table tops Rpgs to play a Video game style environment. I like Things to feel and look realistic. So a Smoke grenade is going to be affected by the environmental conditions.

If Heavy fog and thick chocking smoke is +3 set bacck dice By the Book? How is it Op?

A stun Grenade has the chance of Knocking everyone Out.

Also the Sight blocking effect of smoke is not a One sided issue like Duck behind cover. It effects all combatants. If you are in the smoke firing out, it will effect your ability to hit, if you are Outside the smoke Firing in, it will effect your ability to hit.

Yes it makes it hard for minions to hit, and it makes it hard for you to hit those same minions. But they can still fire away into the smoke for a suppression effect.

So why would they use a Duck behind cover over a Smoke grenade?

Because Smoke grenades don't discriminate against who it effects.

Smoke grenades would cost credits also.

It all depends on what you are actually trying to accomplish.

Smoke grenades have been used by the military for many purposes... Both offensively and defensively. Obscure your movements in the approach in a open area, or obscure your retreat,

Why doesn't the Military just drop smoke all the time instead of Ducking for cover? Because it isn't appropriate for all situations and effects your line of sight just as much as the enemy, (not to mention effects your breathing when moving through it just as much as the enemies)

Now as for it being OP?

A Stun Grenade can take out Whole Minion groups removing them from the combat without any negative effect on you. The Stun grenade also Disorients for 3 rounds, with no way to remove the penalty.

The Smoke cloud effects both sides, not just one side, as far as the blinding effect goes. The smoke might effect both sides as well if your in short range of your target... better prepare with a breath mask.

As I said, the setback dice was taken from the book for smoke.

The Chocking part was added as a reasonable effect of breathing smoke. Having some sort of air movement deteriorates the effect of the grenade making it less useful.

What do you feel makes it Op?(compared to what the Book gives as modifiers to a similar effect) To hard of a resilience check? Average instead of Hard?

I am listening, I want to hear the feedback, But telling me something is Just OP without giving me a reason why. A reason that is founded in comparison to the rules in the game.

have it last a fixed time.

We could say have it last for 4 rounds indoors or out doors in mild conditions. 2 rounds with moderate winds and 1 round in heavy whether.

Would that be a simpler way to handle that 2P51?

Thick fog and choking smoke are describing wide ranging environmental conditions or something fully engulfed on fire and are way over what a single smoke grenade is going to do. If there is any breeze at all they won't concentrate in one spot and the area they cover is pretty limited. When the military uses it, it doesn't use a single grenade, it generally lays down mortar or artillery rounds, and then lots of times white phosphorus which is whole other beast. A single smoke grenade isn't going to ever be used for much more than marking a target.

Do whatever you like at your table, but equating a single smoke grenade mechanically to the environmental conditions and examples in the book is OP.

And your recommendation then would be...

And using it indoors... I have seen a stupid guy light a Single Firework smoke bomb inside his own house and fill a room to blinding conditions.

I have seen a House fill with smoke by a Fumigation canister.

You haven't presented a Real alternative other than to say it should last a fixed period of time and say it is OP.

What would you Do for a Smoke grenade.

Note I am looking at it from a Balance point of view...

The effects are not exclusive to the enemy.

Unlike other grenades, the Effects do not take anyone out of the fight Permanently.

The effects are diminished by the conditions they are used in thus becoming less effective under sub-optimal conditions.

Also, how effective such a grenade is out doors can be based on the intelligence/training of the Thrower. Throwing a smoke grenade down wind of the enemy is not going to be effective at all. If your down wind of the enemy, you going to eat your own smoke.

It's is funny to me that a Grenade that could literally wipe out a dozen Minions Is Not OP but a Grenade that imposes a temporary Penalty to all sides involved for a short duration is OP.

But again. I would Like to here what you suggest that would make it not OP in your mind? The Only thing I Got from you specifically was to make it a specified duration.

you never said in your first reply that is was OP... I made the Time frame more specific... but now you say it is OP? But give no suggestions of what you think would balance it?

Technically there are a lot of weapons that could be considered "OP", flame projector for one, that are typically handled by making them expensive. But I don't see a smoke grenade as being something that would be expensive...

So what is it you suggest, rather than just telling me to "Do what I like in my game." No very helpful at all... Unlike in another Thread.. I was Actually asking, in case it wasn't clear, For suggestions...

I did offer a suggestion. It provides a Setback for a limited time.

Saying that an Encumbrance 1 item hanging from a pistol belt will provide as much obscurant as a fire or the fog from a weather system by default is OP, do whatever you like.

Edited by 2P51

I'd just have it provide the equivalent of the cover maneuver in an open area as long as you trigger the Blast effect and have it last a fixed time.

Ah see, that part about cover is Why I pointed to the Concealment rules, as the effect is more like Concealment than it was Cover. As cover and Concealment are two different things, and Concealment seems to be able to have a larger effect than actually having hard cover.

But I see your suggesting saying just a single set back die.

And what would you set the "fixed" time as?

What would you sell it for.

If it is going to have such a minor effect as a single set back die, I couldn't see it costing as much as a stun grenade. So 25-50 Credits?

Oh I suppose some kind of diminishing returns thing, maybe 3 in no wind and 1 in the open with a breeze. 25 credits is fine, there isn't much to a smoke grenade.

Personally I'd probably just repurpose a frag grenade without the Blast quality but throw in other qualities that contribute to the concealment rules (smoke/fog/darkness etc.) from the CRB, page 213, which essentially incurs a number of setback die to any attacks/checks performed against concealed targets for a limited numbers of rounds (in addition to any narrative elements required like concealing numbers, movement or some sort of escape route).

This makes sense. Anyone at Short range to it is affected? Engaged range seems pretty small. I think it should only last a round or two unless you have some sort of long-release grenade that only affects out to Engaged.

Creates a Thick Cloud of Smoke within Short range. Anyone in the clod Must make a Resilience check at Hard or suffer 1 Strain every round within the smoke. (A Breath mask helps avoid this effect.)

Snow the rest of your description seems good, but I don't agree with this part. This seems to be describing OC/CS/CN, riot control smoke, not just concealing smoke.