MAD BOMBERS! Expanded rules for crafting grenades and (some) explosives.

By Simon Retold, in Star Wars: Edge of the Empire RPG

One of my players wanted to be able to craft more kinds of grenades than your basic frags and stuns, and using the provided tables for purchasing upgrades to crafted ranged weapons made some kinds (like concussion grenades) virtually impossible to make. I went ahead and threw together this set of tables. I'm not sure I'm 100% on what belongs where, yet, but let me know what you think.

PDFIcon.png - Crafting Grenades and Explosives

Also, I'll be upgrading the tables to include more explosives, like mines, in the near future.

Edited by Simon Retold

I don't think the devs wanted it to be possible to make high end weapons with the default creation roll. That's why there's no Disorient, Vicious, Ensnare, Concussive etc on any of the base ranged weapons. They wanted it to be hard. This makes it too easy.

Nice, I was just talking about this! I'd somewhat agree with 2P51 if it weren't for all the crazy grenades available in Dangerous Covenants that these are all worse than. Your Entanglement Grenade I feel is a perfect example of a good compromise since it doesn't do damage.

The Concussion Grenade is probably too strong, but then so is the one in [DC]. I want a Concussion or Knockdown specific grenade that doesn't do much damage.

Schematics, can they be taken for non-improvised grenades besides the two listed?

The Gas Grenade, is it missing some info? I can't see the point of it.

Also the Entanglement Grenade is missing Limited Ammo.

What's the story / fluff behind the Proton Grenade taking Mechanics skill to throw -- is it more like a mine?

The thing that bugs me about grenades is how Blast as written doesn't convey the grenade's special Qualities to a radius, like Disorient or Ion or Stun Damage, or even Ensnare or Concussive. Do I misunderstand this? Perhaps house rule can be made, but much thought needs to go into that in order to not accidentally make it too powerful.

The thing that bugs me about grenades is how Blast as written doesn't convey the grenade's special Qualities to a radius, like Disorient or Ion or Stun Damage, or even Ensnare or Concussive. Do I misunderstand this? Perhaps house rule can be made, but much thought needs to go into that in order to not accidentally make it too powerful.

It can if you like. In the dev questions missile tubes are specifically addressed in regards to Pierce and Breach applying to the Blast effect, those however are Passive effects that don't need Advantages/Triumphs for activation.

It certainly isn't a leap though to rule that on a successful attack, with a Blast activation, and sufficient results to also activate other Active effects that they effect all targets struck by the Blast effect. This specific scenario hasn't been asked though.

Edited by 2P51

Schematics, can they be taken for non-improvised grenades besides the two listed?

The Gas Grenade, is it missing some info? I can't see the point of it.

Also the Entanglement Grenade is missing Limited Ammo.

What's the story / fluff behind the Proton Grenade taking Mechanics skill to throw -- is it more like a mine?

Schematics can be used for any grenade other than Improvised. They can only be taken twice for Proton Grenades and Thermal Detonators.

I should have included some notes about the Gas Grenade. I was going to suggest various types of gasses that could be used with it. Check page 102 of Lords of Nal Hutta for the Poison Gas Grenade.

Entanglement Grenades don't have Limited Ammo for a reason. The only example we have of them is the Glop Grenade, which has a reusable, refillable chassis.

Proton Grenades are shaped charges that are normally mounted for detonation or breaching. They stack for greater damage. See the description in Dangerous Covenants for more info.

Entanglement Grenades don't have Limited Ammo for a reason. The only example we have of them is the Glop Grenade, which has a reusable, refillable chassis.

Which are not immediately refillable in combat. Limited ammo would still apply as one cannot simply go over to where the grenade landed, pick it up, and use it immediately after.

Entanglement Grenades don't have Limited Ammo for a reason. The only example we have of them is the Glop Grenade, which has a reusable, refillable chassis.

Which are not immediately refillable in combat. Limited ammo would still apply as one cannot simply go over to where the grenade landed, pick it up, and use it immediately after.

That's not the point. The point is Glop Grenades, the only Entanglement grenade we have, don't have Limited Ammo on them.