10-13-2009, 09:48 AM | #1 |
Join Date: Oct 2009
Location: The Netherlands
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Kicking a grenade away
Short-time lurker, first time poster here. Hi, all!
During my Warhammer 40k GURPS game last weekend, my players ran into a problem. A grenade-shaped one. One of the characters was just about to throw a grenade, when he was shot in the arm. He dropped the grenade, which was set to detonate in 2 seconds. He then tried to kick it away. A sensible thing to do, but I can't find any rules on it in the basic set. I tried modeling it as an attack against a 3-inch object - it being inanimate, it wouldn't get any defence rolls. But that turned out to be nigh impossible to pull off for an untrained person, even with an all-out attack: effective skill would be DX-6 (-2 for a kick, -8 for size, +4 for all-out attack (determined)). I've also considered modeling it off the Throwing skill, with a -2 penalty for kicking the grenade instead of throwing it. That'd make kicking it away an almost guaranteed success, barring a critical failure; where it lands doesn't really matter, as long as it's far away. But I'm not sure if that's an appropriate use for the Throwing skill. Is either of the above the right way of handling this? Did I miss something from the books? Does anyone have another house-ruled solution? |
10-13-2009, 10:05 AM | #2 |
Join Date: Jan 2007
Location: Your imagination
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Re: Kicking a grenade away
The default attack roll assumes the target is moving, even if they don't get an active defense, so I think there's some bonus you get against a stationary target. I don't remember what that bonus is though.
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10-13-2009, 10:09 AM | #3 |
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Re: Kicking a grenade away
You could also use Sport (Football - not the North American version). I believe stationary targets give a bonus, but you wouldn't get a non-stressful bonus kicking the grenade...
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10-13-2009, 10:20 AM | #4 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Kicking a grenade away
Throwing defaults to DX to "lob something into a general area," so it seems that would apply here. The size mod (-8) should count, realistically, and you could keep the Determined (or maybe Telegraphed; +4)—then you could apply a "target size" modifier for the "window," which should be pretty large…overall, it should probably end up as DX+0 (which is probably what I would've gone with on the fly, anyway).
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10-13-2009, 10:25 AM | #5 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Kicking a grenade away
Real grenades are more the size of between a baseball and a golf ball then then the size of a soccer ball though. Maybe warhammer is different. From what I've heard it's "different" about a lot of things.
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10-13-2009, 10:30 AM | #6 | |
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Re: Kicking a grenade away
Quote:
My gunslinger shot the floor directly beneath a grenade once in an attempt to get the floorboard to buckle slightly and flip it out the door. If we can do that in GURPS I think you can kick one with relatively minor penalties.
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10-13-2009, 11:08 AM | #7 |
Join Date: Aug 2004
Location: Reykjavik, Iceland
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Re: Kicking a grenade away
I would have added +4 for inanimate object. But you could also rule that even if he fails the roll by 1-4 that could only mean that he hits but the grenades (since his objective is to kick it far away) does not go far or straight that he kicks it sideways 1d3+1 hex or something of that affect and must make a DX roll or fall down.
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10-13-2009, 11:24 AM | #8 |
Join Date: Sep 2004
Location: Pf, TX
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Re: Kicking a grenade away
Since your foot is bigger than the grenade, I'd cap the size penalty to kick it at -4 (the to-hit penalty for a foot). You're not at -15 (or whatever) to stamp kick an ant after all.
Actually, I wouldn't apply any size penalty if you put your foot next to the grenade and then lob it, although that might require a Ready action. Otherwise I'd echo what everyone else is saying about using Throwing-2 or DX-2. I'd allow +2 to ST for the purpose of determining range. |
10-13-2009, 11:30 AM | #9 |
Join Date: Sep 2008
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Re: Kicking a grenade away
A hand grenade should probably be a bit smaller than a closed fist, so SM-5 or SM-6. Kicking something that is at foot height should be fairly easy, either a +1 or +2 (MA99 implies +1). Finally, such a kick is likely to be a telegraphic attack. All this together means an all-out attack (determined) against a stationary hand grenade should be made at DX+1 (+4 determined, +4 telegraphed, +1 for foot height, -2 for kicking, -6 for size). As a 1 lb or so (HP 4) object, every two points of damage moves it one yard. So, with a push kick from an ST 12 or so person (probably low end for WH40k), you're looking at an average of 3-4 yards. I hope you get it out of your cover and have time to drop!
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10-13-2009, 11:44 AM | #10 | |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Kicking a grenade away
Quote:
On the size modifier, note that the SM is figured from the longer dimension of presumably rectangular objects -- objects with circular or square cross-sections add +2 to their SM. This makes the -6 in this post jive with the -8 you gave from the chart.
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Tags |
grenade, kick, skill |
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