Editing Raiders of the Rim: Combat

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Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll.
 
Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll.
  
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Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics roll against Difficulty +5, though, and failure means the target takes the full Attack.
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Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics challenge of Difficulty +5, though, and failure means the target takes the full Attack.
  
 
Other types of grenade exist as well as explosives. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages.  
 
Other types of grenade exist as well as explosives. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages.  

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