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Smog Grenades
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Old 04 Apr 2008, 20:15   #1 (permalink)
Shas'La
 
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Default Smog Grenades

Smog Grenades
Now, in the 41st Millennium, the Adeptus Mechanicus have metaphorically been hit on the head with a shovel, and have unearthed some schematics from their huge piles of books, leaflets and speculations-on-paper. These schematics show a grenade that releases smoke a second or two after being thrown, which allows sneaky manoeuvres and whatnot. Apparently, they’re totally surprised no-one in the history of mankind has thought of this idea before…

Any Imperial Guard squad, Veteran Squad, Stormtroopers squad, Heavy Weapon squad or Command Squad may choose to have Smog Grenades at +5 points per squad.
Once per turn, each squad may use a Smog Grenade, if this action is chosen, one model from each squad using the Smog Grenades is not able to use it’s normal weapon (if the model is in a heavy weapon team, then the heavy weapon may not shoot at all). The Smog Grenade acts as having come from the model that doesn’t shoot, and can only be used before the whole squad shoots. The Smog Grenades have the following stats:
Range Strength AP Type
6” - - Assault 1, Small Blast Marker

Where the Small Blast Marker is, this counts, as being “Smoked”, and this Small Blast Marker will stay on the board until the end of the enemy’s next turn. Any model that is being shot through a “Smoked” area is given a cover save of 3+. Any Vehicle that is trying to be shot at through a “Smoked” area counts as being an Obscured Target. If the Vehicle is already an Obscured Target, then a 2+ reduces a Penetrating hit, to a Glancing Hit.
When moving through a Smoked Area, it counts as Difficult Terrain. When assaulting inside a Smoked Area, models roll a D6, on a 1-4, the fighting continues as normal, but on a 5-6, the models hit their own allies (people on their own side in base contact with them) instead of the enemy, also, when fighting in a Smoked Area, it always takes a roll of 6 to hit.

Constructive Criticism and Comments welcome!
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Old 04 Apr 2008, 23:49   #2 (permalink)
Shas'El
 
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Default Re: Smog Grenades

I like it, and may adopt it into a model wargame that I am making, with your permission of coarse!

However, the vehicle rule seems a bit... over powered. Maybe instead of 2+ on a 4+ it reduces penetratings to glancing?
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Old 05 Apr 2008, 02:19   #3 (permalink)
Shas'La
 
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Default Re: Smog Grenades

way overpowered. The city fight version is a weaker save and only allowed once per game.
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Old 05 Apr 2008, 02:29   #4 (permalink)
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Default Re: Smog Grenades

I like it, except for the name. :P
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Old 05 Apr 2008, 18:38   #5 (permalink)
Shas'La
 
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Default Re: Smog Grenades

Mmmm... Nice feedback!

Scottish Gecko: Of course you can use these rules in the wargame you're making, you can give me credit if you want, but I'm not crazy about it. As for the vehicle rule change, 4+ to change a Penetrating hit to a Glacing hit is what normally happens with a normal Obscured Target (in the rule book), so if the vehicle is already an obscured target, then it's only fair that the roll is changed, though maybe it should be a 3+?

Amaliel: Hmm... maybe this is overpowered a bit. Remember we're talking about Smog, smog is really thick smoke, so it is harder to see through than normal smoke, and also, this grenade is back on as being produced regularly, so I don't see why it shouldn't be more common. Perhaps I should increase the points value to +10?

Tak'Ukos: Smog is the name of a type of smoke which is commonly produced by busy factories (or so I hear), so it is a valid name. Also, it sticks with the four letter Imperial Grenade name (eg. Krak and Frag). But maybe I should change the name, but if so, to what?

Please leave feedback as normal, but also, please give ideas towards the questions I have asked in the above replies.
Cheers!
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Old 05 Apr 2008, 18:41   #6 (permalink)
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Default Re: Smog Grenades

I really don't see a need for this, as Imperial forces already make use of smoke grenades, which is what I see this as.
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Old 05 Apr 2008, 18:49   #7 (permalink)
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Default Re: Smog Grenades

Indeed, smoke grenades exist fluff wise. They used to be very common in 2nd ed.

The way they work in current 40k, when used (Cities of Death) is quite simple. The unit using them gains a 5+ cover save and cannot shoot that turn. That is all. Nice and simple and effective.
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Old 05 Apr 2008, 19:14   #8 (permalink)
Shas'La
 
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Default Re: Smog Grenades

Hmmm... I thought that it was strange that no-one had thought of it before, and I don't have Cities of Death.
Still, I suppose with the fluff aside, that these could be used effectively as a substitute, or simply in games that aren't city fights.
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Old 05 Apr 2008, 19:23   #9 (permalink)
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Default Re: Smog Grenades

Then I'd tone it down, and just have it give a 5+ save.
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But seriously, a Guardsman, I'm willing to bet, could a) outshoot me, b) give me the beating of my life, and c) shove more squad-based tactics down my throat than I'd ever care to digest. Guard are hard, hard men. Whether or not GW's inconsistent, Marine-worshipping fluff keeps with that, mkay?

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Old 05 Apr 2008, 19:45   #10 (permalink)
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Default Re: Smog Grenades

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Originally Posted by Harlequin2
Hmmm... I thought that it was strange that no-one had thought of it before, and I don't have Cities of Death.
Still, I suppose with the fluff aside, that these could be used effectively as a substitute, or simply in games that aren't city fights.
Actually in the first Chapter Approved compilation that was released like 2 years into 3rd ed, Good 'ol Thorpey had written some rules for smoke grenades. They're the same as I described.

Basically guard and marines had access to them for one point per unit. The unit could use them once, when they did they got a 5+ cover save vs. shooting in the next turn, but they themselves couldn't fire. Good way of covering open ground, especially for assault units, like Assault marines or Rough riders.

If you and your opponent agree, then use those rules, they're fluffy, they're fun and they're really not overpowered.
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