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Defending Against Area Weapons

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TheGrue TheGrue's picture
Defending Against Area Weapons
So, we know from the Scatter rules that a character uses 1/2 Fray to dodge a grenade or seeker, and that the grenade/seeker then scatters and can still catch that character in the blast. But this sounds to me like what happens for a direct hit only. We also know that grenades/seekers can be programmed with detonation conditions other than "impact" (Core book, pp 199). My question is, is there a roll to defend against an airburst detonation? Obviously you still make the Seeker Weapons test to make sure it's on target, but what happens to the poor sap who happens to be within a meter of the seeker when it blows? Does he still get his half fray? Does the seeker ignore its detonation condition and scatter anyway? What if you aim at the ground underneath someone's feet and set an impact trigger?
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
Trappedinwikipedia Trappedinwikipedia's picture
I ruled that the Fray test to
I ruled that the Fray test to avoid blast weapons was basically jumping away from them, and ruled that MoS on the Fray test worked like MoS for a standing jump. I also allowed full Fray vs timed grenades. It does make a number of seekers effectively unavoidable, but that seems reasonable in many cases. Jumping behind cover was generally what people tried to do. (Or just die when thermobarics get involved)