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Old 01-09-2020, 09:45 AM   #45
Varyon
 
Join Date: Jun 2013
Default Re: [HT] Grenades fuse

Quote:
Originally Posted by Rupert View Post
While you can, and if not in a hurry probably will remove the pin as a separate action, pulling it as part of the throwing action is quite possible and normal.
I think the rules assume a one-handed draw of the grenade, in which case needing to reach over, grab the pin/string, and pull it (while depressing the lever with the hand holding it) seems to be appropriate as a Ready. If you are doing something like a two-handed draw, with one hand holding the grenade and the other already on the pin, pulling the pin should probably be a free action. The former is the way you typically see grenades drawn in media, but it sounds like the latter is more the way soldiers are actually trained to draw and use them. I certainly see no problem with allowing characters to shave an extra second of Ready off by doing a two-handed draw (this might require the character to have some points in Soldier or similar, but that's optional); note this can allow for a character to draw, arm, and throw the grenade in a single second with Fast-Draw (matching the way grenades are used in modern First Person Shooter games), although doing so with a weapon in one hand should probably penalize the Fast-Draw roll.
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