GRENADES!

By Degenerate Mind, in Star Wars: Edge of the Empire RPG

I gotta have them, and as many as possible! Ion, stun, or thermal, explosions are what the people want! The galaxy has a severe shortage of craters and an overabundance of intact infrastructure/living people, and it's going to take a very special psychopa- uh, I mean, a very special character to solve that issue, especially with how low the average PC's encumbrance threshold is! However, special and unique are not the same quality, so I am working on a general template of gear to slap onto any character concept I come up with, and a few general races and classes that would go particularly well with this terrible idea. I was wondering if you fine fellows would give me any tips on making my dreams of a phosphorus-white X-mas reality, and for bringing the terrifying firepower of hand-held explosives to all the naughty boys and girls in Hutt Space!

First off, what I have isn't exactly a lot: I know of one armor upgrade that increases carrying capacity, albeit by a lot, and, well... backpacks. The Repulsor-Assisted Lifting armor upgrade in the Bounty Hunter splat book No Disintegrations can increase one's encumbrance threshold by a whopping seven points, while the modular backpack in the Soldier book Forged in Battle can add 6 to my storage capacity. Are there any backpacks that allow increase my encumbrance threshold by more, and are there any other, non-backpack items that allow me to carry more stuff? If so, where may I find them?

Second on my agenda are the compatible classes. I'm looking for access to the mechanics skill and ranged (light) so I can make my grenades for cheap and still toss them like a champ, and seem to have gotten both with the Gadgeteer in EotE's Bounty Hunter class (which conveniently enough, gives me access to the Unmatched Devastation signature ability - the Father's gift to grenadiers), but I heard that the Hired Gun book has a demolitionist class in it, which I have not had opportunity to review. Additionally, a Mercenary Soldier would let me throw my beautiful grenades really, REALLY far -however, nothing else in that tree justifies spending 30xp for an extra range band of grenade tossing (20xp with a demolitionist). Simply put, is the demolitionist better for a starting specialization for this character idea, and is it worth picking the book up for? Also, can I pick up the Strong Arm talent from any other specialization tree(s) besides the Mercenary Soldier, and if so, where?

Finally, I have three miscellaneous questions: a) does the Hidden Storage talent increase your encumbrance capacity when you get it from the cybernetic cavity inthe Smuggler Book Fly Casual , b) can cybernetic arms and legs increase your Brawn above six, and c) if I put a bunch of backpacks on a vehicle or beast of burden, would each individual grenade count towards their encumbrance threshold?

Edited by Degenerate Mind
About a dozen or so ideas for rewording, over the span of several hours.

You definitely need either Demolitionist - Hired Gun, and/or Saboteur - Soldier. Saboteur has Powerful Blast x2, Selective Detonation x2, Time to Go & Time to Go (Improved), and Master Grenadier. Demolitionist is similar, but with slight changes. Both get Mechanics and Skullduggery. Only their careers get Ranged (Light) though.

To your misc questions:

a) I'd rule no, hidden storage lets you hide it, not levitate it.

b) Yes, to 7

c) Yes, modified by the backpacks as usual, I'd suggest.

To your misc questions:

a) I'd rule no, hidden storage lets you hide it, not levitate it.

b) Yes, to 7

c) Yes, modified by the backpacks as usual, I'd suggest.

14 hours ago, Degenerate Mind said:

I gotta have them, and as many as possible! Ion, stun, or thermal, explosions are what the people want! The galaxy has a severe shortage of craters and an overabundance of intact infrastructure/living people, and it's going to take a very special psychopa- uh, I mean, a very special character to solve that issue, especially with how low the average PC's encumbrance threshold is! However, special and unique are not the same quality, so I am working on a general template of gear to slap onto any character concept I come up with, and a few general races and classes that would go particularly well with this terrible idea. I was wondering if you fine fellows would give me any tips on making my dreams of a phosphorus-white X-mas reality, and for bringing the terrifying firepower of hand-held explosives to all the naughty boys and girls in Hutt Space!

First off, what I have isn't exactly a lot: I know of one armor upgrade that increases carrying capacity, albeit by a lot, and, well... backpacks. The Repulsor-Assisted Lifting armor upgrade in the Bounty Hunter splat book No Disintegrations can increase one's encumbrance threshold by a whopping seven points, while the modular backpack in the Soldier book Forged in Battle can add 6 to my storage capacity. Are there any backpacks that allow increase my encumbrance threshold by more, and are there any other, non-backpack items that allow me to carry more stuff? If so, where may I find them?

Second on my agenda are the compatible classes. I'm looking for access to the mechanics skill and ranged (light) so I can make my grenades for cheap and still toss them like a champ, and seem to have gotten both with the Gadgeteer in EotE's Bounty Hunter class (which conveniently enough, gives me access to the Unmatched Devastation signature ability - the Father's gift to grenadiers), but I heard that the Hired Gun book has a demolitionist class in it, which I have not had opportunity to review. Additionally, a Mercenary Soldier would let me throw my beautiful grenades really, REALLY far -however, nothing else in that tree justifies spending 30xp for an extra range band of grenade tossing (20xp with a demolitionist). Simply put, is the demolitionist better for a starting specialization for this character idea, and is it worth picking the book up for? Also, can I pick up the Strong Arm talent from any other specialization tree(s) besides the Mercenary Soldier, and if so, where?

Finally, I have three miscellaneous questions: a) does the Hidden Storage talent increase your encumbrance capacity when you get it from the cybernetic cavity inthe Smuggler Book Fly Casual , b) can cybernetic arms and legs increase your Brawn above six, and c) if I put a bunch of backpacks on a vehicle or beast of burden, would each individual grenade count towards their encumbrance threshold?

The Encumbrance rules are not good and unless they're is some reason for it to matter like a long trek through the space jungle I never do the math. The rules actually do say more or less that. So depending on the race, Brawn, etc, I just go with what's reasonable with a grenade roughly the size of a Red Bull.

Quote

In general, players and the Game Master won't need to track a character's encumbrance (how much he's carrying on his person).

EoE p.152

You can also look into using a grenade launcher as an alternative way to get medium range. To my knowledge there are three different versions available each using a different skill. The Z50 in Dangerous Covenants uses gunnery, the CSPL-12 in Forged in Battle uses ranged light and the underbarrel grenade launcher uses ranged heavy.

5 hours ago, Edgookin said:

You definitely need either Demolitionist - Hired Gun, and/or Saboteur - Soldier. Saboteur has Powerful Blast x2, Selective Detonation x2, Time to Go & Time to Go (Improved), and Master Grenadier. Demolitionist is similar, but with slight changes. Both get Mechanics and Skullduggery. Only their careers get Ranged (Light) though.

Alright, Powerful Blast and Master Grenadier both sound obviously useful. What do the signature abilities for the Hired Guns look like? As I mentioned before, that Unmatched Devastation ability a Bounty Hunter can get is quite tempting for someone who wants to carpet bomb an entire room with grenades in one turn.

5 hours ago, 2P51 said:

The Encumbrance rules are not good and unless they're is some reason for it to matter like a long trek through the space jungle I never do the math. The rules actually do say more or less that. So depending on the race, Brawn, etc, I just go with what's reasonable with a grenade roughly the size of a Red Bull.

EoE p.152

That's actually a little disappointing. I figured the encumbrance rules were pretty subpar, but I figured FFG wouldn't make a system-spanning ruleset that they didn't actually expect people to use.

Well, at least that means I can grab some of the more interesting options for a modular backpack, now! Thanks for the heads up.

1 hour ago, Sterf said:

You can also look into using a grenade launcher as an alternative way to get medium range. To my knowledge there are three different versions available each using a different skill. The Z50 in Dangerous Covenants uses gunnery, the CSPL-12 in Forged in Battle uses ranged light and the underbarrel grenade launcher uses ranged heavy.

Up until 2P51 pointed out that encumbrance is more of a guideline than a rule in most cases, I was against how much weight a grenade launcher would add, but I might actually buy one now. I certainly like the mental image of just throwing a bunch of them better, though.

6 hours ago, 2P51 said:

The Encumbrance rules are not good and unless they're is some reason for it to matter like a long trek through the space jungle I never do the math. The rules actually do say more or less that. So depending on the race, Brawn, etc, I just go with what's reasonable with a grenade roughly the size of a Red Bull.

EoE p.152

On a semi-related note, I found that infinite backpacks thread you mentioned in the other thread, and I'm surprised it wasn't about storing backpacks inside of backpacks, given that they are zero-encumbrance items, even they are full of gear.

That thread was a kicker.

I imagine you could carry a good number of grenades if you didn't carry a bunch of other stuff too. If your character's focus is on grenades then it makes sense that you would have a lot, maybe in a special pack. I would allow a character to carry quite a few grenades if they had a good way of carrying them because the rules seem to make allowances for weight distribution and less bulky storage solutions. But, grenades and explosives are going to make you public enemy number one to just about everyone lol. And of course carrying explosives means that you could go up in a big way if they hit you and use a Triumph to shoot your grenade storage.

Just now, Archlyte said:

I imagine you could carry a good number of grenades if you didn't carry a bunch of other stuff too. If your character's focus is on grenades then it makes sense that you would have a lot, maybe in a special pack. I would allow a character to carry quite a few grenades if they had a good way of carrying them because the rules seem to make allowances for weight distribution and less bulky storage solutions. But, grenades and explosives are going to make you public enemy number one to just about everyone lol. And of course carrying explosives means that you could go up in a big way if they hit you and use a Triumph to shoot your grenade storage.

I vaguely remember admitting how awful of an idea this was somewhere in the OP. My grenade-hauling, literal murderhobo of a character idea is not compatible with most campaigns, and I certainly wouldn't bring this to a table if the other players/GM wanted to have even the slightest hint of plot or subtlety in their game. Whatever storyline the others had in mind would most likely devolve into some kind of Pirates of the Caribbean- esque game about desperately trying to outrun the consequences of my poor life choices.

You should check out the rules about storing items in cases... if something is packed in a box and properly stored, it takes up waaaay less room than if you toss a bunch of them in a bag, or even worse, try to juggle them in your hands. Remember - encumbrance in this system is more than just weight, it's volume, ease of portability, etc...

If I were your GM, and you had dedicated hard-cases in your backpack carrying grenades (that you had to expend maneuvers pulling out, opening, and distributing about your person for ease of chucking), I'd let you carry all kinds of crap.

You'd better just pray that neither of us ever rolled more than one Despair if you were... well... doing much of anything.

You should discuss this with your GM, citing the relevant portions of the gear section.

39 minutes ago, Degenerate Mind said:

I vaguely remember admitting how awful of an idea this was somewhere in the OP. My grenade-hauling, literal murderhobo of a character idea is not compatible with most campaigns, and I certainly wouldn't bring this to a table if the other players/GM wanted to have even the slightest hint of plot or subtlety in their game. Whatever storyline the others had in mind would most likely devolve into some kind of Pirates of the Caribbean- esque game about desperately trying to outrun the consequences of my poor life choices.

Sorry, yeah I just couldn't help but put that in as I had a guy play a demolitionist recently and that was the trade off we came up with. He also seems to have a very cartoony idea of what explosives do, and this was something made worse by some of the talents in the game for damage from explosives. More explosives carried equals worse situation in an accidental detonation. But I think there is a case for having the player be able to carry a whole lot of those things if he has pouches or a sectioned backpack with a system for dispensing them. I too like the imagery of them being thrown.

10 minutes ago, Bishop69 said:

You should check out the rules about storing items in cases... if something is packed in a box and properly stored, it takes up waaaay less room than if you toss a bunch of them in a bag, or even worse, try to juggle them in your hands. Remember - encumbrance in this system is more than just weight, it's volume, ease of portability, etc...

If I were your GM, and you had dedicated hard-cases in your backpack carrying grenades (that you had to expend maneuvers pulling out, opening, and distributing about your person for ease of chucking), I'd let you carry all kinds of crap.

You'd better just pray that neither of us ever rolled more than one Despair if you were... well... doing much of anything.

You should discuss this with your GM, citing the relevant portions of the gear section.

That all sounds perfectly reasonable. I don't think I'd even be upset if my character ended up going out in a self-induced conflagration - in fact, I'd be amazed if this grenade-toting madman didn't end up killing himself. I'll definitely caution the rest of the party to keep their distance during a fight.

8 minutes ago, Archlyte said:

Sorry, yeah I just couldn't help but put that in as I had a guy play a demolitionist recently and that was the trade off we came up with. He also seems to have a very cartoony idea of what explosives do, and this was something made worse by some of the talents in the game for damage from explosives. More explosives carried equals worse situation in an accidental detonation. But I think there is a case for having the player be able to carry a whole lot of those things if he has pouches or a sectioned backpack with a system for dispensing them. I too like the imagery of them being thrown.

The constant, looming danger of self-immolation only makes it more fun, amirite?

1 hour ago, Degenerate Mind said:

Whatever storyline the others had in mind would most likely devolve into some kind of Pirates of the Caribbean- esque game about desperately trying to outrun the consequences of my poor life choices.

and the problem is?.................... :huh:

Saboteur/gunslinger

Duel grenading.

3 hours ago, Degenerate Mind said:

Alright, Powerful Blast and Master Grenadier both sound obviously useful. What do the signature abilities for the Hired Guns look like? As I mentioned before, that Unmatched Devastation ability a Bounty Hunter can get is quite tempting for someone who wants to carpet bomb an entire room with grenades in one turn.

Soldier gets "The Bigger They Are..." which allows you and your friends to ignore soak or armor on a target, and "Unmatched Courage" which allows you ignore crits and go berserk. Hired Gun gets "Unmatched Protection" which is a huge soak booster, or "Last one standing" which wipes out all minions, and upgrades kill rivals.

5 minutes ago, Edgookin said:

Soldier gets "The Bigger They Are..." which allows you and your friends to ignore soak or armor on a target, and "Unmatched Courage" which allows you ignore crits and go berserk. Hired Gun gets "Unmatched Protection" which is a huge soak booster, or "Last one standing" which wipes out all minions, and upgrades kill rivals.

Oh geez, T.B.T.A. would allow me to take down an AT-AT with firearms! Or even grenades...

Unfortunately, I don't see any grenade specializations for the Soldier, so I will most likely either stick with a Gadgeteer or make a Demolitionist, depending on whether I want to throw four grenades in a round or to soak up my own blast damage at some point - I can always get Demolitionist later, after all. It's just a matter of how much xp the DM gives out. I will definitely be hoping to be in a group with a Soldier, though.

Not trying to interject too much realism here, but I spent a little time as a squad leader and grenadier, and I usually carried 10 rounds for my M203... sometimes eight, depending on how much other crap I had to lug around. Despite the SAPI plates and various additions, the idea of carrying explosives strapped to my body armor always made me uncomfortable.

1 hour ago, SFC Snuffy said:

Not trying to interject too much realism here, but I spent a little time as a squad leader and grenadier, and I usually carried 10 rounds for my M203... sometimes eight, depending on how much other crap I had to lug around. Despite the SAPI plates and various additions, the idea of carrying explosives strapped to my body armor always made me uncomfortable.

I would certainly hope that you had second thoughts about wearing explosives. I suspect that no sane man looks forward to such a task.

How much sense encum makes is up to the GM (in my rounds I have a very close Eye on it, but that is because of my players MMORPG-mindset to loot everything... they would try to put the Deathstarlaser into theire bags if I wouldn't stop them right in their tracks)

but of course there are plenty of options to ramp up the encum.

Modular Backpack MK III Encum +8
Utility Belt E+1
(alternative Jedi Utility Belt for all the stuff that is included without adding extra Encum)
Load-Bearing Gear E+2

Spacer Duffel E+4 (You'll have to carry it with one arm, or leaf it as an extra storage in the ship/ hotel /car ect.)
Tracker Utility Vest E+1 (you'll have to reason with the GM if you are allowed to wear it above your Standard armor)

Armor: PX-11 "Battlement" (for Strength +1 and Soak 3) = E+1
Repulsor-Assisted Lifting armor upgrade E+7

Cybernetic Arm (for + Strength +1) = E+1
(Attributes can be pushed to the unatural maximum of 7 by cybernetics!)

Start with an Species that allows for ether 3 Brawn or Agility and ramp all start and additional Exp up to ether a Brawn3 Agi 4 or even a 4/ 4 Solution.

that way you'll end up with 5-6 Brawn and an total encum of 28-29 enough for a lot of grenades
[PS: at my table to get a grenade out of an "good stuffed packed (10 for 1 encum)" Would cost an action since you have to take the pack out of the backpack then the grenade out of the pack and then the pack back to the backpack]

take Hired Gun - demolist as Start Career (for the grenade talents and skills) then go for Smuggler - Gun slinger(for Quick Draw and improved Quickdraw, Spitfire and Guns Blazin)

after that went for the Mercanary Soldier (for Strong arm, true aim, natural marksman, and Deadly accuraccy)

and now go to town and bring fire and doom from above to all the sleeping little mischiefs in the hutten realm [Singing: here comes santa Boom, here comes Santa Boom..."]

Edited by Nightone
On 10/4/2017 at 4:25 AM, Nightone said:

How much sense encum makes is up to the GM (in my rounds I have a very close Eye on it, but that is because of my players MMORPG-mindset to loot everything... they would try to put the Deathstarlaser into theire bags if I wouldn't stop them right in their tracks)

but of course there are plenty of options to ramp up the encum.

Modular Backpack MK III Encum +8
Utility Belt E+1
(alternative Jedi Utility Belt for all the stuff that is included without adding extra Encum)
Load-Bearing Gear E+2

Spacer Duffel E+4 (You'll have to carry it with one arm, or leaf it as an extra storage in the ship/ hotel /car ect.)
Tracker Utility Vest E+1 (you'll have to reason with the GM if you are allowed to wear it above your Standard armor)

Armor: PX-11 "Battlement" (for Strength +1 and Soak 3) = E+1
Repulsor-Assisted Lifting armor upgrade E+7

Cybernetic Arm (for + Strength +1) = E+1
(Attributes can be pushed to the unatural maximum of 7 by cybernetics!)

Start with an Species that allows for ether 3 Brawn or Agility and ramp all start and additional Exp up to ether a Brawn3 Agi 4 or even a 4/ 4 Solution.

that way you'll end up with 5-6 Brawn and an total encum of 28-29 enough for a lot of grenades
[PS: at my table to get a grenade out of an "good stuffed packed (10 for 1 encum)" Would cost an action since you have to take the pack out of the backpack then the grenade out of the pack and then the pack back to the backpack]

take Hired Gun - demolist as Start Career (for the grenade talents and skills) then go for Smuggler - Gun slinger(for Quick Draw and improved Quickdraw, Spitfire and Guns Blazin)

after that went for the Mercanary Soldier (for Strong arm, true aim, natural marksman, and Deadly accuraccy)

and now go to town and bring fire and doom from above to all the sleeping little mischiefs in the hutten realm [Singing: here comes santa Boom, here comes Santa Boom..."]

That's pretty thorough. I appreciate the advice, and I believe I'm going to have to invest in the Hired Gun book now.

This is also quite helpful with the plans I had for a Droid Martial Artist that exclusively carries nala tree frogs - with 29 encumbrance, he can pack 348 of those suckers. Why, you ask? Because the only person more obsessively deranged than the collective sum of my characters is me.