So the team was fighting a swarm of Kinrath 'spiders' this week and two of the PC's felt (appropriately) compelled to deal with the swarms with grenades.
The highight of the evening when one of the PC's deployed a 'Flash Bang' grenade and the player rolled up two Triumphs. I then informed the players that apparently that grenade had been "mislabled" and that it was actually a frag grenade. (Many spiders died).
You know, sometimes these kinds of mistakes happen . . .
Any rate the players made quite a few comments about how disappointing the Star Wars grenades were and my best answer (as the GM) was, "yeah, I know."
Still the complaining persisted.
SO! We're adding Shrapnel rules to the Grenades and I'm planning on boosting the listed Damage and Blast ratings for several grenades.
We're working out the details as of this writing, but here are a couple of things that are coming up.
First, the Range Bands for weapons are going to "change" to become fixed values. Short range will be 30 feet (or 6 combat squares/hexes) up to Medium Range will become
- Short Range will be up to 30 Feet (or 6 combat squares/hexes/inches).
- Medium Range will be up to 100 Feet (or 20 combat squares/hexes/inches).
- Long Range will be up to 300 Feet (or 60 combat squares/hexes/inches).
And I'm thinking about adding a Very Long Range "
dddd |
This also means that we'll be separating movement so that characters will have a base movement of 5 combat squares/hexes/inches per maneuver.
Next: Grenades will have a Weapon Quality called "Shrapnel." In addition to the Base Damage and Blast quality, when explosives go off, everyone within Short Range of the grenade will have a chance to be damaged by Shrapnel. In short the grenade will have an attack dice pool number (say 5 green) and it will be opposed by purple dice equal to the distance from the grenade in squares/hexes/inches. So an NPC 3 inches from the grenade will have an attack with a dice pool of 5 Green and 3 Purple. I figure appropriate conditions like cover & being defensive would apply the appropriate number of black dice to the pool.
But "Darkness" wouldn't. (I tend to throw in a darkness modifier quite often in my campaigns to an annoying level. But the PC's have recently done some Spelunking on Tatooine in a Krayt Dragon tunnel network and currently extricated themselves from the ruins of a Jedi stronghold on Dantooine with no lights)!
Anyrate, someone left the ramp down on the PC's ship and a pod of Kinrath decided to set up a new hive in there. (Oh look! Lots of nice convenient nooks and crannies! And bonus! Free food too)! So this should give us a good opportunity to test out these new grenade rules next week.
Cheers!