Smoke grenades

Belaris's picture
Belaris
December 18, 2010 - 1:48pm
I have a few basic questions about how smoke grenades work.  First, is it possible to aim at someone outside a smoke grenade's range from inside the smoke? And second, is it all checks that take a -10 or just to hit checks?  This is going to come up in a scenario soon.
Comments:

dj2145's picture
dj2145
December 18, 2010 - 2:40pm
I would say if you are in the perimeter section of the smoke and the target is to your side then yes, but maybe with a penalty to hit. Any deeper into the smoke, however, and the target would be obscured.

dmoffett's picture
dmoffett
December 18, 2010 - 5:33pm
In the real world smoke grens dont have an actual radius they follow the wind unless in an enclosed space. Thermal Imagers can see right Through normal smoke, but there are special smoke grenades and shells too... that have little bits of butyl rubber that will burn along with the smoke making compound and rez out thermal (infra-red) Imagers such as those found on googles and gunsights. or surveilance cameras. Startlight imagers are worse for that. You can only see through the edges of the smoke obscuration. White Phosphorous smoke is more dangerous because the fire creating the smoke burns hotter but at the same time is more efficient it creates more smoke pound for pound of burning agent. You cant see through the smoke unless the wind is dissipating it.
The bombing starts in five minutes.

rattraveller's picture
rattraveller
December 18, 2010 - 6:04pm
You need to decide on the level of realism you want in your game. Most game systems use smoke as a way to temporarily block line of sight. As stated above smoke as so many variables such as wind speed and direction and barometric pressure and air density even the temperature can affect smoke and since we are dealing with alien worlds with varying atmospheres the variables can be truly outrageous.
Lets not forget some of the races in the game do not see the same light spectrum as humans. This means they have a different level of see thru then others.
I say find a quick ruling you can live with and then add a very few variables and stick with them. Otherwise you will get bogged down and ruin game play.
Sounds like a great job but where did you say we had to go?

Anonymous's picture
w00t (not verified)
December 18, 2010 - 6:30pm
Whatever rules are used, please post them here so others can use.

umungus's picture
umungus
December 20, 2010 - 10:34am
Take a look at my rules for the albedo grenade in the SFman10. It is a smoke grenade that also has some laser ablation properties.

At least I got to scare an alien rabbit thingy......


Anonymous's picture
w00t (not verified)
December 20, 2010 - 2:03pm
umungus wrote:
Take a look at my rules for the albedo grenade in the SFman10. It is a smoke grenade that also has some laser ablation properties.

albedo grenade wrote:
The effect is ablation of the laser beam. This meansthat the laser damage is halved. Anyone firing into orout of the cloud receives a -10% to hit. This is due tothe cloud obscuring the target. The cloud covers a 6meter radius.The duration that the cloud takes effect is 1d10 combatrounds. There is a -1 round modification for wind thatis traveling at 5kph. So, if the wind is 10kph theduration would be 1d10 -2 rounds.

dmoffett's picture
dmoffett
February 2, 2011 - 9:49am
I was just brainstorming...... Steam Grenade.... similar to the masking screen abaord ship..... except you can get screwed over by the wind or other atmospheric events. But abaord a ship in combat with atmosphere all vented out and such it could be usefull to repell boarders... what do you think, and what would the stats look like.
The bombing starts in five minutes.

umungus's picture
umungus
February 2, 2011 - 6:40pm

Not sure I understand... how would it repell boarders?

At least I got to scare an alien rabbit thingy......


jedion357's picture
jedion357
February 2, 2011 - 8:05pm
Problem with a steam or smoke system for repelling boarders is that it then forces the defenders to resort to non beam weapons. The usual concern on ship is ship safe weapons of which the most effective is the laser.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

dmoffett's picture
dmoffett
February 2, 2011 - 8:36pm
You would use it to discourage the enemy from shooting down that corridor to entrap them in this one. Kind of like an area denial weapon. Encourage them not to turn right because your ambush is waiting on the left. Or maybe you put up the screen to smoke a hallway and you wait behind it about 20 meters back so they have walk through it or they may shot wide of the target aka you.  Then you shoot them at point blank range. It is a matter of tactics.
The bombing starts in five minutes.

AZ_GAMER's picture
AZ_GAMER
February 2, 2011 - 9:52pm
Wouldnt electro stunners and electrical weapons be the only true Ship-Safe Weapons? I would agree that lasers are safer than say gyrojets but they still can burn holes through hulls, compartments, bulkheads, equipment, etc. Sonic Disruptors might also be good choice for a ship safe weapon so long as there is an atmosphere for the vibration waves to travel through. And of course Melee weapons would be the ship friendliest lethal weapons. Maybe someone should make up some stats for low penetration ammo for the various projectile weapons - possibly reduce the total damage in favor of low chance of hull puncture. Microwave weapons may also work inside hulls safely. Flash / Stun Grenades may also work well to fight borders. Needlers probably wouldnt be powerful enough to punch a hole through a starship hull but would certainly make a mess of a boarding pirates space suit.

jedion357's picture
jedion357
February 3, 2011 - 12:44am
I Forget where it was, WoWW module maybe, but somewhere it says that walls are covered in the same reflective covering as the outside of the hull. Therefore needlers, beam, grenade launcher (with the right ammo) are ship safe weapons
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!