Tossing a Stun Grenade

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

I am trying to log the steps involved in tossing a Stun (or Frag) Grenade. Ran into a question.

Assume a Target and 2 of his compatriots are "engaged" with each other....or moving in a tight formation...close enough to touch:

If Success is rolled and at least two Adv. is rolled, and the PC activates Disorient for example....then the targeted NPC would get the base damage + Success...but not the other two NPCs...the activated special quality (in this case disorient) would affect ALL the NPCs correct? I have heard it explained that the weapon special qualities only affect the "other" engaged characters, not the targeted one.

If no success is rolled in a frag for example, but the BLAST quality is activated for three ADV. then ALL the characters engaged get the blast damage correct?

Is there ever a case where the target gets no damage but the engaged "others" get damage of some kind?

Thanks!

Edited by hendersondayton

I don't have my book with me, but does Stun grenade have Blast?

I would think it'd affect the group, but am AFB

I don't have my book with me, but does Stun grenade have Blast?

I would think it'd affect the group, but am AFB

Yes, blast 8.

I am trying to log the steps involved in tossing a Stun (or Frag) Grenade. Ran into a question.

Assume a Target and 2 of his compatriots are "engaged" with each other....or moving in a tight formation...close enough to touch:

If Success is rolled and at least two Adv. is rolled, and the PC activates Disorient for example....then the targeted NPC would get the base damage + Success...but not the other two NPCs...the activated special quality (in this case disorient) would affect ALL the NPCs correct? I have heard it explained that the weapon special qualities only affect the "other" engaged characters, not the targeted one.

If no success is rolled in a frag for example, but the BLAST quality is activated for three ADV. then ALL the characters engaged get the blast damage correct?

Is there ever a case where the target gets no damage but the engaged "others" get damage of some kind?

Thanks!

I think you have it backwards. ONLY the original target is hit with Disorient and not the other engaged characters, whether Blast is activated or not. You can only activate Disorient on a successful attack.

I think you have it backwards. ONLY the original target is hit with Disorient and not the other engaged characters, whether Blast is activated or not. You can only activate Disorient on a successful attack.

so there is no way to "disorient" all the characters engaged including the target?

Also, on a single success, the grenade only affects the target not all the engaged characters?

I think you have it backwards. ONLY the original target is hit with Disorient and not the other engaged characters, whether Blast is activated or not. You can only activate Disorient on a successful attack.

so there is no way to "disorient" all the characters engaged including the target?

Also, on a single success, the grenade only affects the target not all the engaged characters?

I believe that's correct.

Though if I tossed a grenade at the same target that our Marauder was actively thwacking, I'm **** sure our GM would say they both got hit for the same damage. (Your group bought the game - the rules are what you guys decide they are. Helps to talk these things through before they occur, obviously.)

EotE grenades aren't as effective as in real life and... I'm fine with that. It's Star Wars; the game was never going to try and simulate realistic combat. Its about telling stories of individuals, struggling. Feels like accessible, relatively cheap explosive devices and other indirect methods of attack weaken that, so are somewhat neutered.

Edited by Col. Orange

I believe that's correct.

(Though if I tossed a grenade at the same target that our Marauder was actively thwacking, I'm **** sure our GM would say they both got hit for the same damage.)

EotE grenades aren't as effective as in real life and... I'm fine with that. It's Star Wars; the game was never going to try and simulate realistic combat. Its about telling stories of individuals, struggling. Feels like accessible, relatively cheap explosive devices and other indirect methods of attack weaken that, so are somewhat neutered.

But as the GM, I have the right to rule on the side if realism, especially in the case where the players in my game are all expecting the damage to be realistic. While I see your point, in my group, if a grenade is tossed either at the PCs or by them, they will accept that if a success is rolled, it will damage everything in its last radius.

But as the GM, I have the right to rule on the side if realism, especially in the case where the players in my game are all expecting the damage to be realistic. While I see your point, in my group, if a grenade is tossed either at the PCs or by them, they will accept that if a success is rolled, it will damage everything in its last radius.

Completely agree. Whatever keeps each gaming group most engaged.

Edited by Col. Orange

Completely agree. Whatever keeps the group most engaged.

Um, I mean invested in the game. Outside of the occasional bar-brawl I leave En g a g ed to the Marauder.

(So many bodies... So many pieces...)

Edited by Col. Orange

I would have the check the RAW when i get back, but i believe the mechanics would resolve as such: (all results are in Net results)

success: target is hit for [damage+successes]

success + disorient: target is hit for [damage+successes] target is subject to disorient

success + blast activated: target is hit for [damage+successes] engaged targets are hit for [blast damage]

I'm not sure on disorient, but I believe you could activate it multiple times to "stun" multiple targets.

As I said I'll have to check.

I would have the check the RAW when i get back, but i believe the mechanics would resolve as such: (all results are in Net results)

success: target is hit for [damage+successes]

success + disorient: target is hit for [damage+successes] target is subject to disorient

success + blast activated: target is hit for [damage+successes] engaged targets are hit for [blast damage]

I'm not sure on disorient, but I believe you could activate it multiple times to "stun" multiple targets.

As I said I'll have to check.

There is nothing preventing you spending advantage to activate disorient (or any other quality) more than once. But it requires two adv each time. So in my example I would have to have 4 adv to disorient all engaged targets as well as the primary target...who gets the grenade base damage anyway.

Another question is, does stun damage (strain) even affect NPCs anyway?

Strain damage inflicted on targets without a Strain Threshold (Minions and Rivals) is treated as Wounds. In effect, those ccharacter types just have a single combined track.

So a stun grenade is useless against characters without a strain threshold? Or can I as the GM use strain if I want to?

No, it causes wounds on their wound threshold track. When they exceed their threshold you describe them as unconscious rather than dead. They are taken out however you choose; dead, unconscious, bleeding out or whatever.

The idea of folding strain into wounds for minions and rivals is to reduce tracking so many NPC stats during combat. And the combat capability of enemies is balanced around that idea.

This makes a lot more sense to me. Thanks.

I believe that's correct.

(Though if I tossed a grenade at the same target that our Marauder was actively thwacking, I'm **** sure our GM would say they both got hit for the same damage.)

EotE grenades aren't as effective as in real life and... I'm fine with that. It's Star Wars; the game was never going to try and simulate realistic combat. Its about telling stories of individuals, struggling. Feels like accessible, relatively cheap explosive devices and other indirect methods of attack weaken that, so are somewhat neutered.

But as the GM, I have the right to rule on the side if realism, especially in the case where the players in my game are all expecting the damage to be realistic. While I see your point, in my group, if a grenade is tossed either at the PCs or by them, they will accept that if a success is rolled, it will damage everything in its last radius.

The GM should always go with what makes sense based on the narrative first and follow the rules second (at least in my book).

I was just pointing out what RAW states. I would allow Disorient to be applied to characters affected by a Blast at my table.