Star Wars – EDF-WEX
Equipment Data File – Weapon – Explosive and Others
Explosives and Ordnance – While a blaster is the answer to most problems encountered on the battlefield, not even the ubiquitous E-11 can handle every tactical situation. There are cases when heavier, more destructive firepower is needed, as when dealing with a heavily entrenched enemy or a platoon of armored walkers. For situations such as these, most military and paramilitary forces issue a variety of heavy support weapons and hand grenades to their troopers so as to better deal with the constantly shifting tactical realities of the battlefield.
Frag grenades can be set to detonate on impact or set with a timer to detonate up to 3 rounds after being activated at the beginning of the attacker’s action. Some also have a “dead man’s” or pressure switch that, once pressed, detonates immediately upon release
From Age of Rebellion
Produced in great numbers by a variety of arms manufacturers, the common frag grenade is the basic anti-personnel grenade fielded by nearly every military and paramilitary force throughout the galaxy. At their most basic, frag grenades are little more than disintegrating shells of hardened alloy or polycarbonate surrounding a small, wire-wrapped core of high explosives controlled by a simple timer. Upon detonation, frag grenades produce not only a powerful concussive blast, but a quickly expanding cloud of razor sharp shrapnel which is extremely deadly to massed squads of unarmoured or lightly armored combatants. Heavily armored troops, especially Imperial stormtroopers or those equipped with heavy battle armor, are largely immune to the effects of frag grenades and can often shrug off even direct hits.
From Edge of the Empire
A great variety of grenades can be found throughout the galaxy, from hand-made explosives created with organic shells on primitive worlds to mass-produced metallic casings filled with jagged shards of metal. All fulfill the same basic purpose – to cause as much damage and mayhem as possible over a large area. Frag grenades are very effective against unarmored targets, rending exposed flesh and causing massive concussive damage to soft tissues. They are significantly dampened by armor, such as that worn by Imperial stormtroopers. Those who wonder why the Empire’s foot soldiers wear armor that cannot stop blaster fire have likely never seen them emerge from the smoke and ruin of a frag grenade unharmed.
Fantasy Flight Rules – Frag Grenade
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-179), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-165)
- Frag Grenade – Skill: Ranged – Light, Damage: 8, Crit: 4, Range: Short, Encumbrance: 1, Hard Points: 0, Price: 50 credits, Rarity: 5, Special Qualities: Blast 6, Limited Ammo 1
- Blast (Active) The weapon has a large spread, an explosive blast, or similar area of effect, like the detonation of a grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) Engaged with the original target suffers wounds equal to the weapon’s Blast rating (plus an additional wound per Success as usual).
- In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.
- If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the victims) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses, by spending (three advantages). In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.
- Limited Ammo (Passive) Some weapons fire particularly large or complex projectiles that cost significant amounts of credits, or are themselves a complete weapon that once launched is expended. A weapon with the Limited Ammo quality may be used to make a number of attacks equal to its Limited Ammo rating before it must be reloaded with a maneuver. In addition, each shot expends one of a limited number of rounds of ammo, which must be purchased or otherwise obtained before the weapon can be used. This also applies to grenades and other “one use” weapons which have the Limited Ammo 1 quality (here, the user is not “reloading” the grenade, but drawing another to use — but mechanically they are equivalent).
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-28 – Added in Age of Rebellion core rules links.
Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)
Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)
Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)
Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))
Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)
Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)
Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)
Lightsaber: Lightsaber (R10)
Modifications: Rubat Crystals (R10)
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign
References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Rebels, Sith)
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