Grenade Launchers


Rules Questions


I'd like some input on ruling for grenade launchers. Because this makes sense to me RAW, but then it might not be RAI.

Grenades are weapons that you cannot get Weapon Specialization on. However, you can have specialization in heavy weapons. Grenade launchers are heavy weapons, and when a grenade is loaded into a grenade launcher, it's treated as ammunition.

So at that point, would firing a grenade from a grenade launcher allow you to add specialization to the damage? The generally low DC of grenades and low damage scaling makes using grenades rarely if ever viable, but if this works I may have found something for my Bombardier Soldier to do.


I'm pretty sure this has been answered, and the answer is no.


Ah ha!

Page 59. "Grenades, missiles, and other consumable weapons never add specialization damage, even when you’re using weapons like a cyberbow or grenade launcher."


In my game I have house ruled that Grenades do get the damage bonus from Weapon Specialization.

Makes grenades a bit more viable.


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Hawk Kriegsman wrote:

In my game I have house ruled that Grenades do get the damage bonus from Weapon Specialization.

Makes grenades a bit more viable.

If I had to choose, I probably would have greatly reduced the price of them. Maybe they'll feel less like you're throwing money bags at your enemies :p


Sauce987654321 wrote:
Hawk Kriegsman wrote:

In my game I have house ruled that Grenades do get the damage bonus from Weapon Specialization.

Makes grenades a bit more viable.

If I had to choose, I probably would have greatly reduced the price of them. Maybe they'll feel less like you're throwing money bags at your enemies :p

That also was done in my campaign.

I house ruled the price is for 6.

They still are under utilized at our table.


Pantshandshake wrote:

Ah ha!

Page 59. "Grenades, missiles, and other consumable weapons never add specialization damage, even when you’re using weapons like a cyberbow or grenade launcher."

Thank you for the clarification, even if it wasn't the answer I was hoping for. I may still do an under barrel grenade launcher on my gun for the ease of use of not having to spend actions drawing/swapping weapons.

Quote:
If I had to choose, I probably would have greatly reduced the price of them. Maybe they'll feel less like you're throwing money bags at your enemies :p

The only reason I'm even using grenades past first level is in some limited capacity I can get them for free. Bombardier soldiers can jury-rig together a grenade who's item level is no greater than their class level in ten minutes, with no limit on how many times you can do it under the condition that you never have more than one jury-rigged grenade at a time.

Also:

Spoiler:
My Bombardier has befriended the Unicorn Sparklemane, who provides him a free grenade up to half his class level once per adventure.

I understand not wanting grenades to be this insane carpetbombing fiesta, but I still wish they were generally more viable.


My character has one mounted to his artillery laser, which is itself mounted to his power armor. Nothing wrong with having options.


Pathfinder Starfinder Roleplaying Game Subscriber

I am considering a house rule that you can purchase a "crate of grenades" to keep on your ship. It gives you a functionally unlimited number of grenades. . . but only 1/day per crate. It is, effectively, a minor metafictional contract between GM and player: "I will allow you to have a reliable supply of grenades at a reasonable price, in exchange for you not being able to abuse it".

The pricing would be based on the "Bombard fusion" build, so one crate would cost the amount of two grenades plus the bombard fusion. If you want to gear up with more grenades, you buy multiple crates.


Starfinder Charter Superscriber

Just buy a bunch of bombard fusions, then you all will be plentiful of Grenades for each combat.


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Nimor Starseeker wrote:
Just buy a bunch of bombard fusions, then you all will be plentiful of Grenades for each combat.

That is what I was thinking. Two fusions: bombard and called. Shoot, drop, call, repeat.


Wait, called? Is your aim to blow your hand off?


Milo v3 wrote:
Wait, called? Is your aim to blow your hand off?

LoL not at all. The fusions would be on a multitude of other weapons. Say you specialize is small arms, then get those fusions on your cryo gun and on you electric gun. Call the gun with the proper grenade inside as a free action, fire your grenade from the bombard fusion, drop your gun as a free action and call the next gun.


Expensive.


called is a swift action , so you can only use that once per round.


Garrett Larghi wrote:
LoL not at all. The fusions would be on a multitude of other weapons. Say you specialize is small arms, then get those fusions on your cryo gun and on you electric gun. Call the gun with the proper grenade inside as a free action, fire your grenade from the bombard fusion, drop your gun as a free action and call the next gun.

I wish they were free actions.


Oops, forgot they were swift actions. But it still stands. You could use your move action for a second swift action, unless I am wrong on that. It is expensive but it would give you a bomber with low cost in the long run. I want to build this now :)

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