A fake grenade "attack"

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

Me and my group kind of figured how to handle this, but I thought I'd see what other folks thought, perhaps a better way of handling this scenario.

So - the book says something along the lines of (I don't have mine with me, so I'm paraphrasing) you can only attack once a round, except for dual wielding weapons. Fair enough. However, lets say that you are in a fight with someone behind cover (around a corner, whatever). Wanting to force them out of cover (but not wanting to blow up the whole room), you throw a non-active, inert grenade over, hoping to shoot them when they run away from the 'explosive'.

It's not an attack, since you don't want to do damage with the grenade but it is an attack since you want to get the grenade close enough to the target to make them jump out into the open.

So - how would other GMs handle this con job?

I'd make it a dual wielding attack, using the player's Deception skill modified by Agility for the main attack (the grenade) and allowing the second attack (the blaster shot) to activate with two Advantage results, as normal. If the first attack failed, the grenade landed someplace else (hence why it was modified with Agility).

Also, I'd pretend that each attack was being made with Ranged (light), and just add one Difficulty die to the pool instead of two (which is the normal rule when using two different skills).

Edited by JonahHex

I'd say that it is a combat check that requires the use of the Deceive skill to convince the "targets" that it's a live grenade. The action to toss the grenade to the desired location is the same whether it detonates or not, so clearly it's an attack.

This one is pretty strait forward because the RAW covers this.

With three Advantages or a Triumph on a roll, any roll BTW, you can negate a target's defensive bonus (cover etc.) which is essentially what you are trying to do here. So the way to do this is to use the Two Weapon Combat rule with the Primary Attack roll based on the throwing of the grenade (Deception is okay but a regular Lt Ranged Attack is fine as well, you take the lower of the two anyway). If the result has three Advantages or a Triumph you spend those and the target is forced from their cover/room/whatever. If you also succeeded and have the additional two Advantages to activate the secondary attack (the pistol shot) then you get it, basing the damage on the number of successes as you normally would. If you don't have the additional two Advantages the target is now out in the open but you don't get the shot off and must wait until the next round.

I'd base the initial roll on the situation including the cover that the target is behind (if they are hiding in a room I'd consider it improved cover) then give a Boost die for the grenade being a powerful motivator to get the hell out of there...

Edited by FuriousGreg

Of course if you have a couple of buddies with you it is even easier. Roll to throw the grenade like a normal attack, any advantage or triumph should be enough to convince laughing boy that a live grenade just dropped next to him. When he dives away from it your buddies open fire. If you are unlucky enough that he is cool as a cucumber and picks it up to throw back, be glad it wasn't a live grenade.

Why you would choose this strategy rather than simply tossing a live grenade is an open question, but I can see situations where a grenade might have unfortunate consequences.

I don't see Deception really coming into play. You throw an unarmed grenade the exact same way you throw a live one. The targets don't see you; you're not socially interacting with them in any way that Deception is implicated. I'd say give them a straight Perception roll (DDD or worse depending on combat circumstances) to notice the pin is still in or whatever.

I don't see Deception really coming into play. You throw an unarmed grenade the exact same way you throw a live one. The targets don't see you; you're not socially interacting with them in any way that Deception is implicated. I'd say give them a straight Perception roll (DDD or worse depending on combat circumstances) to notice the pin is still in or whatever.

Keep in mind that a Combat Round is up to a minute and the rolls you're making represent the outcome of your actions that may include things not specifically rolled for. So tossing a grenade into a room along with yelling "Nade out!" or "Fire in the Hole!" could make the whole action a Deception. However I would rule that if you use Deception then it becomes an Opposed Roll rather than a strait Attack - so the roll's difficulty would be against the target's Cool or possibly Perception rather than an Attack roll against a Target in cover.

Edited by FuriousGreg

I don't see Deception really coming into play. You throw an unarmed grenade the exact same way you throw a live one. The targets don't see you; you're not socially interacting with them in any way that Deception is implicated. I'd say give them a straight Perception roll (DDD or worse depending on combat circumstances) to notice the pin is still in or whatever.

Keep in mind that a Combat Round is up to a minute and the rolls you're making represent the outcome of your actions that may include things not specifically rolled for. So tossing a grenade into a room along with yelling "Nade out!" or "Fire in the Hole!" could make the whole action a Deception. However I would rule that if you use Deception then it becomes an Opposed Roll rather than a strait Attack - so the roll's difficulty would be against the target's Cool or possibly Perception rather than an Attack roll against a Target in cover.

I agree, Deception vs. Cool really works well here.

I don't see Deception really coming into play. You throw an unarmed grenade the exact same way you throw a live one. The targets don't see you; you're not socially interacting with them in any way that Deception is implicated. I'd say give them a straight Perception roll (DDD or worse depending on combat circumstances) to notice the pin is still in or whatever.

Keep in mind that a Combat Round is up to a minute and the rolls you're making represent the outcome of your actions that may include things not specifically rolled for. So tossing a grenade into a room along with yelling "Nade out!" or "Fire in the Hole!" could make the whole action a Deception. However I would rule that if you use Deception then it becomes an Opposed Roll rather than a strait Attack - so the roll's difficulty would be against the target's Cool or possibly Perception rather than an Attack roll against a Target in cover.

Oh, that's a good point. If they didn't communicate in any way with the enemy, I wouldn't use Deception. If they yell "frag out!" then sure, by all means have an opposed roll. That'd be something the player had to specify though; I wouldn't assume it.