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Smoke Bomb / Smoke Grenade
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Bren
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PostPosted: Wed Mar 09, 2011 5:48 pm    Post subject: Reply with quote

Sorry. I try to avoid acronym abuse, but sometimes I slip.

MFTAS stands for Multi-Frequency Targeting and Acquisition System. It's what stormtroopers have in their helmet visors. D*mn their goggley eyes.
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garhkal
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Mar 10, 2011 5:48 am    Post subject: Reply with quote

So hows about i change it to...

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 two full rounds
8m end of 2nd round
12m end of 3rd to 5th round Penalty drops to -2d-2
15m end of 6th to 12th round the penalty drops to 2d-1
12m end of 12th to 16th round, penalty drops to -2d
8m end of from 17 to round 19. And back down to 5m for the last round. Penalty drops to -1d for Last 2 rounds..
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Random Numbers
Commander
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Joined: 12 Jan 2010
Posts: 454
Location: Gladsheim

PostPosted: Thu Mar 10, 2011 5:51 am    Post subject: Reply with quote

Bren wrote:
Sorry. I try to avoid acronym abuse, but sometimes I slip.

MFTAS stands for Multi-Frequency Targeting and Acquisition System. It's what stormtroopers have in their helmet visors. D*mn their goggley eyes.


Oh, OK. I thought it was Morons From Tatooine Assault Squad.
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Random Numbers
Commander
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Joined: 12 Jan 2010
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Location: Gladsheim

PostPosted: Thu Mar 10, 2011 6:58 am    Post subject: Reply with quote

Wind is off course the most important factor in measuring the number of rounds it's effective.
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vong
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Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Thu Mar 10, 2011 11:03 am    Post subject: Reply with quote

found this in the book

P93 SeR&E wrote:
Cover
Characters are harder to hit when they've got cover:
something that hides them from attackers. In some
situations, such as thick smoke and fog, these modifiers
may also be added to search or Perception difficulties
to spot a hidden character.
Add the cover modifier (or modifiers if more than
one applies) to the difficulty to hit the target.
Cover Modifier
Light smoke +1D
Thick smoke +2D
Very thick smoke +4D
Poor light +1D
Moonlit night +2D
Complete darkness +4D


so using this I would say the following

round1: 1D in the first blast radius
round2: 2D in the first blast, 1D in the second
round 3: 3D in the first, 2D in second, 1D in third
round 4-10 3D/3D/2D
round 11: 3D in the first, 2D in second, 1D in third
round 15: 2D in the first blast, 1D in the second
round 20: 1D in the first blast radius

Modified by wind and room size.

smoke should last a while, and take a while to clear without a good breeze.
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Random Numbers
Commander
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PostPosted: Thu Mar 10, 2011 12:02 pm    Post subject: Reply with quote

Why not the 4D for very thick smoke? If it's a confined space it doesn't seem unlikely. Or if you have multiple blast radius between you and the target.

In case of wind you just deform the blast radius and rule (if it seems reasonable) that only 1 or 2 blast radius exist.
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vong
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PostPosted: Thu Mar 10, 2011 12:38 pm    Post subject: Reply with quote

i think 4D would only be in an enclosed space - so that would be up to the GM to modify. (eg having all 3 blast radiuses in one room)
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cheshire
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Joined: 04 Jan 2004
Posts: 4866

PostPosted: Thu Mar 10, 2011 1:25 pm    Post subject: Reply with quote

garhkal wrote:
So hows about i change it to...

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 two full rounds
8m end of 2nd round
12m end of 3rd to 5th round Penalty drops to -2d-2
15m end of 6th to 12th round the penalty drops to 2d-1
12m end of 12th to 16th round, penalty drops to -2d
8m end of from 17 to round 19. And back down to 5m for the last round. Penalty drops to -1d for Last 2 rounds..


There is something intuitive about this notion. As much as it seems to represent what I would think you would find in reality, it only has one thing that really doesn't gel with me. D6 is about finding something that work cinematically and uses cumbersome tables only when absolutely necessary. I think that though this is an interesting mechanic, is has a bit of a discord with the rest of the system.

I would favor something that goes off all at once, has a cloud with varying density (based on range), and then will disperse after a set number of rounds or minutes.

I'll probably post an alternative in here when I get a bit of time. Unfortunately, I'm really bogged down with rl projects atm.
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Fallon Kell
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Joined: 07 Mar 2011
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PostPosted: Thu Mar 10, 2011 4:44 pm    Post subject: Reply with quote

Random Numbers wrote:
Bren wrote:
MFTAS?


??

If I'm not mistaken, "MultiFunction Target Aquisition System"
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garhkal
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PostPosted: Thu Mar 10, 2011 6:45 pm    Post subject: Reply with quote

Multi frequency...
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Fallon Kell
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PostPosted: Thu Mar 10, 2011 11:35 pm    Post subject: Reply with quote

Ah well. Not bad for decoding an acronym from a hunch...
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