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Smoke Bomb / Smoke Grenade
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vong
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Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Tue Mar 08, 2011 10:50 am    Post subject: Smoke Bomb / Smoke Grenade Reply with quote

Ok, So I was looking at the stats for Smoke Grenades, and does anyone else think they look pathetic:

Smoke Grenade
Model: BlasTech Nacht-5 Smoke Grenade
Type: Smoke grenade
Scale: Character
Skill: Grenade
Cost: 25
Availability: 2, R
Range: 3-7/20/40
Smoke Radius: 0-3
Game Notes: Releases thick, obscuring smoke, which adds
+2 to blaster shooter’s difficulty.
Source: Han Solo and the Corporate Sector Sourcebook
(page 119), Rules of Engagement – The Rebel SpecForce
Handbook (page 69)

+2 difficulty to shoot for "Thick Obscuring Smoke". R2's extinguisher seem to do more then that! I think it should be a "blast radius" type thing.

0-3/6/10 for total cover/+3D/+2D

maybe even have it take a round per radius marker (round one is just 0-3, round do is out to 6m... etc)

Under the equipment guide there is a Smoke Generator. I would think that the grenade would provide similar cover, but for a limited time. maybe say the half life of the smoke is 5 minutes?

Smoke Generator
Model: GFBS SFX Smoke Generator
Type: Mood effects stage smoke generator
Cost: 40
Availability: 2
Game Notes: Adds +2D of cover to blaster firer’s difficulty.
Adds +1D to difficulty with physical weapons (due to
obscuration).
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 44)

thoughts?
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Bren
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PostPosted: Tue Mar 08, 2011 11:12 am    Post subject: Re: Smoke Bomb / Smoke Grenade Reply with quote

vong wrote:
Ok, So I was looking at the stats for Smoke Grenades, and does anyone else think they look pathetic:
Yes. They are pathetic. I'd be inclined to treat the inner area of smoke similar to vision effects of total darkness.

One thing to keep in mind though is that those pesky stormtroopers can turn on their MFTAS: Multi-Frequency Targeting Acquisition System; adds +2D to Perception checks in low-visibility situations.
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vong
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Posts: 6699
Location: Ottawa, Canada

PostPosted: Tue Mar 08, 2011 11:15 am    Post subject: Reply with quote

i know, im designing this for a squad of RC clones. but +2 is just horrible, but total darkness is too much (maybe in a small radius around the grenade itself)
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Bren
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PostPosted: Tue Mar 08, 2011 12:02 pm    Post subject: Reply with quote

vong wrote:
i know, im designing this for a squad of RC clones. but +2 is just horrible, but total darkness is too much (maybe in a small radius around the grenade itself)
I don't have my rule book handy to see what the full dark mod is, but I would think if I have dense smoke between me and a target I won't be able to see the target with unassisted vision so similar to blind fighting. As the target and shooter get closer (or as the smoke dissipates) then it will be progressively easier to see the target which is where +2D/+1D makes sense. The +2 bonus seems more like the added difficulty to a shooter with MFTAS.

Another question is should the smoke in any way lessen the damage of blaster/laser fire?
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vong
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Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Tue Mar 08, 2011 12:17 pm    Post subject: Reply with quote

Bren wrote:
Another question is should the smoke in any way lessen the damage of blaster/laser fire?


not unless the smoke is specifically designed to refract blaster bolts. that would be expensive i would think.
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Esoomian
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Location: Auckland, New Zealand

PostPosted: Tue Mar 08, 2011 12:21 pm    Post subject: Reply with quote

There is already something out there that creates blaster refracting smoke but I can't remember what it is called.
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Bren
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PostPosted: Tue Mar 08, 2011 12:37 pm    Post subject: Reply with quote

Esoomian wrote:
There is already something out there that creates blaster refracting smoke but I can't remember what it is called.

Could be the Dampener Aerosol. It's not too expensive, but it doesn't cover a large enough area to be effective. Given it is only -1D damage, something that has some particulate or EM chaff that would mess with MFTAS would be better for those opposed to the RCs. And something without that would obviously be better for the RCs. Wink
Dampener Aerosol
Model: Zemphyr Defenders, Incorporated
Passive Defender PD-0943
Type: Blaster dispersion system
Cost: 600
Availability: 4, F or R
Game Notes: The PD Canister is a cylinder 10 centimeters long by 4 centimeters in diameter; it has three charges. Each charge produces a visible cloud that covers a one meter cubic area. Any blaster bolt entering the cloud loses -1D of damage. The cloud lasts for one minute (barring heavy winds or precipitation). Additional charges in the same area have no additional benefit.
Source: Galladinium’s Fantastic Technology (page 80), Arms and Equipment Guide (page 45)
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Esoomian
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PostPosted: Tue Mar 08, 2011 1:34 pm    Post subject: Reply with quote

That was it!
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Wed Mar 09, 2011 3:15 am    Post subject: Reply with quote

Though house rules, i have always ran smoke grenades like this..

The round they detonate, they fill a 2m radius sphere blocking vision as if there was 75% cover (-3d iirc perception), this increases to
5m end of first full round
8m end of 2nd round
12m end of 3rd round
15m end of 4th round through 7th
12m end of 8th
8m end of 9th and back down to 5m for the 10th and last round.
That -3d for ranged combat/perceptions is more than sufficient as it then shows WHY lots of people fear stormies with their MFTAS..
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ifurin
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PostPosted: Wed Mar 09, 2011 8:13 am    Post subject: Reply with quote

that has to be a typo. other books have thick smoke as -1D to -2D to difficulties to firing.
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Bren
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PostPosted: Wed Mar 09, 2011 9:16 am    Post subject: Reply with quote

garhkal wrote:
Though house rules, i have always ran smoke grenades like this..

The round they detonate, they fill a 2m radius sphere blocking vision as if there was 75% cover (-3d iirc perception), this increases to
5m end of first full round
8m end of 2nd round
12m end of 3rd round
15m end of 4th round through 7th
12m end of 8th
8m end of 9th and back down to 5m for the 10th and last round.
That -3d for ranged combat/perceptions is more than sufficient as it then shows WHY lots of people fear stormies with their MFTAS..
I would think the smoke would become thinner as it expands and reaches the outer areas and also over time. I don't know that I would have the full -3D for all 10 rounds and for the full 15m radius (which is after all almost 100 feet in diameter).

Maybe -2D from 5m - 8m and -1D from 8m - 15m.

Nit picky point, but it wouldn't actually be a spherical area. Maybe a hemisphere. Wink

Kind of makes you wonder why Vader's stormtroopers didn't pop a few smoke grenades as they boarded the Tantive IV?
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cheshire
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PostPosted: Wed Mar 09, 2011 9:25 am    Post subject: Reply with quote

10 rounds is less than a minute. That's still not a terribly effective smoke grenade. I mean, the military has heat-generating smoke grenades that provide visual and heat cover, so IR cannot penetrate it, and it lingers for a good deal of time.
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vong
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Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Wed Mar 09, 2011 9:27 am    Post subject: Reply with quote

i think as long as the gas is still spewing from the cannister, the center will remain thick. so we can say it spews for 5 rounds, then starts to get thinner

question is how long does it take smoke to dissipate. if we dissipate it at -1 cover per round, would take 9 rounds to dissipate 3D
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Bren
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PostPosted: Wed Mar 09, 2011 9:50 am    Post subject: Reply with quote

cheshire wrote:
10 rounds is less than a minute. That's still not a terribly effective smoke grenade. I mean, the military has heat-generating smoke grenades that provide visual and heat cover, so IR cannot penetrate it, and it lingers for a good deal of time.
So would the heat generating smoke grenade interfere with MFTAS?
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Random Numbers
Commander
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PostPosted: Wed Mar 09, 2011 4:02 pm    Post subject: Reply with quote

Bren wrote:
MFTAS?


??
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