Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-22-2021, 09:24 PM   #21
Pursuivant
 
Join Date: Apr 2005
Default Re: On using grenades

Quote:
Originally Posted by MrFix View Post
Here's an absolute chad maneuver - you pull the grenade's pin while it is in a grenade pouch. The spoon instantly detaches and countdown begins. Don't try it for grenades mounted on webbing by spoon. Continue using your longarm as needed, keeping mindful of the timer. Then ready the grenade from the pouch as needed and throw it. Much more economical than holding it in hand for 3 seconds.
Anyone with Common Sense would realize that this is a fantastically bad idea unless they also had both Absolute Timing and Combat Reflexes

The GM would also be well within his rights to require a character trying this stunt to make a Will roll, possibly at a penalty, to attempt it. Possibly with bonuses for Combat Reflexes, Fearlessness, On the Edge, Overconfidence, and/or Unfazeable.
Pursuivant is offline   Reply With Quote
Old 11-22-2021, 10:17 PM   #22
MrFix
 
MrFix's Avatar
 
Join Date: Aug 2019
Default Re: On using grenades

Quote:
Originally Posted by Pursuivant View Post
Anyone with Common Sense would realize that this is a fantastically bad idea unless they also had both Absolute Timing and Combat Reflexes

The GM would also be well within his rights to require a character trying this stunt to make a Will roll, possibly at a penalty, to attempt it. Possibly with bonuses for Combat Reflexes, Fearlessness, On the Edge, Overconfidence, and/or Unfazeable.
You mean you play soldiers without Combat Reflexes (baseline combat trait expected from all fighters), Absolute Timing (To know how long it takes to cook grenades, avoid vehicle's gun as it changes facing, hide gunshots behind explosions or jets taking off, in general plan your actions seconds ahead) and Lightning Calculator (keep track of how many shots you and the enemy fired, re-assemble explosive packages precisely without paper and pen, calculate bullet drop and wind adjustment, reliably estimate enemy force size by witnessing a few gunmen and comparing it to enemy country's standard squad size)?

Realistic Navy SEAL is a 250-point character. If your GM only gives you 80 and then starts grilling you for fighting like a mad dog when you can't succeed by skill and ability (due to lack of), that sounds like bad GM.
__________________
Your level of GURPS proficiency:
Pedestrian: 3e vs 4e
Proficient: Early 4e vs Late 4e
Master: Kromm vs PK

GURPS: Shooting things for fun and profit
MrFix is offline   Reply With Quote
Old 11-22-2021, 11:03 PM   #23
RGTraynor
 
RGTraynor's Avatar
 
Join Date: Aug 2004
Location: Pioneer Valley
Default Re: On using grenades

Quote:
Originally Posted by Prince Charon View Post
On the other hand, some men who survived WWI had become very good at returning grenades to sender (anecdotally including one Irishman who became a cop in Northern Ireland after the war; his reflexes saved himself and several others during an inspection, when an IRA chap threw a grenade over a wall and the cop threw it back with great speed).
And then there are fictional sources. A Modesty Blaise short story has an otherwise useless pacifist preacher catch a grenade on the fly and returning it to sender with devastating effect -- said preacher happened to be a former cricketer who was a skilled fielder and bowler.
__________________
My gaming blog: Apotheosis of the Invisible City

"Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife

It's not that I don't understand what you're saying. It's that I disagree with what you're saying.
RGTraynor is offline   Reply With Quote
Old 11-23-2021, 03:21 AM   #24
The Colonel
 
The Colonel's Avatar
 
Join Date: Jul 2006
Default Re: On using grenades

Quote:
Originally Posted by johndallman View Post
Yup, less reliability. TL8 grenades should be accurate; TL6 ones might be off by a second.
Ian Hogg reported that testing Japanese grenades captured after WW2 showed that some had, effectively, a 0 second fuse. It was not, however, obvious as to whether these were standard issue grenades with defective fuses or specialised devices intended for booby-trapping.
The Colonel is offline   Reply With Quote
Old 11-23-2021, 09:27 AM   #25
Fred Brackin
 
Join Date: Aug 2007
Default Re: On using grenades

Quote:
Originally Posted by The Colonel View Post
Ian Hogg reported that testing Japanese grenades captured after WW2 showed that some had, effectively, a 0 second fuse. It was not, however, obvious as to whether these were standard issue grenades with defective fuses or specialised devices intended for booby-trapping.
The Japanese grenades I've read about were very different from allied or even German models. No pin and spoon or even pullstring. With one atachment they became rifle grenades,with another they were ammo for the "knee mortar" and by themselves they could be used as hand grenades.

They did not do any of these things very well and in hand grenade mode they had a sort of "direct percussion" fuse where you had to bang the grenade on something hard. Your helmet would serve if no rocks were handy.

I'm not sure how you'd use them in booby traps and I believe defective fuses were probably common.
__________________
Fred Brackin
Fred Brackin is online now   Reply With Quote
Old 11-23-2021, 10:37 AM   #26
Varyon
 
Join Date: Jun 2013
Default Re: On using grenades

Quote:
Originally Posted by Fred Brackin View Post
The Japanese grenades I've read about were very different from allied or even German models. No pin and spoon or even pullstring. With one atachment they became rifle grenades,with another they were ammo for the "knee mortar" and by themselves they could be used as hand grenades.

They did not do any of these things very well and in hand grenade mode they had a sort of "direct percussion" fuse where you had to bang the grenade on something hard. Your helmet would serve if no rocks were handy.

I'm not sure how you'd use them in booby traps and I believe defective fuses were probably common.
From what I can find on Wikipedia, the common grenades - the Type 10, the Type 91 (basically an upgraded Type 10), and the Type 97 (modified Type 91 - hand grenade only and nominal 4-second fuse instead of the longer 7-8 seconds of the Type 91) - all had safety pins of some flavor, but were indeed percussion-activated.

As for how to use them in booby traps, you'd take the safety pin out, and setup your trap so that when it were sprung, it would result in the fuse being struck hard enough to activate it. Having something fall on it, or it fall on something hard, would be an option - for the latter, provided you can keep the orientation right for the fall, you could intend for them to fall on enemy soldiers, activating upon striking their helmets. Defective fuses rather than grenades purpose-made for booby traps does sound more likely, however.
__________________
GURPS Overhaul
Varyon is offline   Reply With Quote
Old 11-23-2021, 09:26 PM   #27
Pursuivant
 
Join Date: Apr 2005
Default Re: On using grenades

Quote:
Originally Posted by RGTraynor View Post
And then there are fictional sources. A Modesty Blaise short story has an otherwise useless pacifist preacher catch a grenade on the fly and returning it to sender with devastating effect -- said preacher happened to be a former cricketer who was a skilled fielder and bowler.
The author might have been inspired by the Victoria Cross winner I referenced upthread.
Pursuivant is offline   Reply With Quote
Old 12-06-2021, 05:37 PM   #28
Kaspar
 
Join Date: Feb 2020
Default Re: On using grenades

Cooking off the grenades for a second or two is apparently done in urban fighting.

Should a grenade detonate at the start or the end of the character’s turn?

Fast Draw (Ammo) should be usable both for magazines and grenades and other small items, I think.


Proper, safe way to throw a grenade:

Turn 1: Free action to let go of the firearm, Fast Draw (Ammo) to take the grenade, Ready to pull the pin.
Turn 2: Ranged Attack to throw the grenade. Fuse 4.
Turn 3: Grenade lands. Fuse 3. (Character uses Ready or FastDraw(Longarm) for their gun)
Turn 4: Fuse 2
Turn 5: Fuse 1.
Turn 6: Detonation.

Aiming could be done with the spoon still on, delaying the fuse. Since grenades have ‘accuracy’ zero, two turns of Aiming would give +1, three turns for +2. Cooking-off the grenade for an extra second should be reasonable.

Enemies get a Perception roll to notice the grenade. Then a turn to kneel. I would allow a DX check to grab the grenade at the same turn, then throw it away on next.
Kaspar is offline   Reply With Quote
Old 12-07-2021, 10:30 PM   #29
Plane
 
Join Date: Aug 2018
Default Re: On using grenades

Quote:
Originally Posted by Kaspar View Post
Turn 2: Ready with two hands to pull the pin.
Quote:
Originally Posted by johndallman View Post
High-Tech, p. 190, has the description of using grenades. It is possible to hold the arming handle down while gripping the grenade, so that the fuse timing does not start until it is thrown.
You two have any thoughts on the idea of 1-handed grenade arming?

IE let' say someone is holding a pistol in their left hand, so they hug the grenade in the left elbow or left armpit to keep it immobile while they pull the pin.

you might also do this if kneeling/crouching by stepping lightly on the grenade (maybe not your full weight, would that set it off?) to hold it in place while pulling (sandwich between your foot and the ground)

B147 "One Arm" disad says "You get -4 on tasks that are possible with one arm but that are usually executed with two" but I don't know if that would apply because unless you're using "step on the grenade to pin it" you would still actually require an arm to grip the object, you're just using elbow or armpit as a pseudo-hand.
Plane is offline   Reply With Quote
Old 12-07-2021, 10:52 PM   #30
Fred Brackin
 
Join Date: Aug 2007
Default Re: On using grenades

Quote:
Originally Posted by Plane View Post
You two have any thoughts on the idea of 1-handed grenade arming?

IE let' say someone is holding a pistol in their left hand, .
1. Learn Fast Draw(Pistol)
2. Holster pistol
3 Arm and throw grenade the right way
4. Fast Draw Pistol. On a successful roll you can use it on the same Turn.

Schemes for holding the pistol in the off-hand make it Unready anyway.

For persons with the One Arm Disad, don't mess about with grenades.
__________________
Fred Brackin
Fred Brackin is online now   Reply With Quote
Reply

Tags
grenade, throwing


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:38 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.