Grenade!!!

jedion357's picture
jedion357
January 30, 2016 - 9:50am
I was working on a new equipment submission: yazirian disk grenade bandolier, but then I thought I should be thorough and update yazirian disk grenades to include more than the fragmentation grenade covered in SFman 5. In the process I figured it wouldn't hurt to convert Zebs Guide grenades to AD rules (Zebs is a little spotty about including an ability save for 1/2 damage or 1/2 effect).

So this leads to creation of a definitive article covering grenades. The way I see it there are a few issues to tackle: 

1. Damage conversion from Zebs to AD. Not sure if this has been effective discussed elsewhere but we should establish a standard since there are a handful of new grenades in Zebs that do cause damage.

2. Any issues in the grenade use rules that need to be ironed out? 

3. Individual grenades description updates- appropriate ability saves, questions concern something not covered etc.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

jedion357's picture
jedion357
January 30, 2016 - 10:04am
Issue 1 looking at the one crossover point between the two equipment list: frag grenades- 8d10 for AD and Max damage of 64 for Zebs. 

Obviously there is a disconnect in that Max damage for AD is 80 and the Zebs max damage is only 80% of the AD rule. In practice no one is likely to naturally roll max damage in AD so 64 pts in Zebs feels about right. If we used this as the conversion rule the acid grenade would do 2d10, incendiaries would be 4d10 +1d10 X 3 turns and so on. 

Yea, Nay, or other?

Edit: exception slick grenade- characters moving faster than 1/4 movement automatically fall and take 3 pts of damage. To me this 3 points seems high and aught to be just 1 pt of damage. There should also be a DEX save against falling. And would not the slick foam impact wrestling and hanging onto items? Until it breaks down in 10 turns or is washed off with water? Also item description says its even more effective against robots and vehicles- with automatic fall and 3pts of damage for characters what does more effective vs robots and vehicles- look like?
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
January 30, 2016 - 10:19am
My gut instinct on converting std grenades to yazirian grenades is this: difference in cost between std frag and disk frag is 5cr so all grenades on AD list are treated as common types and converting an AD grenade to a disk grenade is +5cr.

Dummy/ practice grenades mentioned in SFman 5 are 5cr.

The practice of adding a clan symbol to a disk grenade so that it can be left as a calling card in clan politics is +1cr to the grenade. Thus a dummy grenade with a clan symbol would be 6cr. 

Some if not most of the new grenades in Zebs are perhaps more exotic and will have a more limited production run with dye and flash grenades being the exceptions. Thus disk versions should be more expensive. 

I'd be good with either +10cr/grenade or +50%/ grenade cost. Flash and dye grenades would be simply +5cr/grenade

Solid foam and sonic grenades I'd rule as not coming in disk varieties. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
January 30, 2016 - 10:26am
Foam grenade mitigation: acid grenade effect is 1/2 with thin coating of slagel however in real world acid is easily neutralized by diluting it with water. So I'd allow a character to drench themselves with the 4L water pack to effectively wash the acid away or provide a 1/2 damage effect. 

This should also work with the irritant grenade and to wash off the foam of the solid grenade before it solidifies (1 min). 

Solid grenade is odd in that it takes 10 turns to solidify and has no counter like the tangler. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!