11-22-2021, 09:24 PM | #21 | |
Join Date: Apr 2005
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Re: On using grenades
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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. |
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11-22-2021, 10:17 PM | #22 | |
Join Date: Aug 2019
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Re: On using grenades
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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.
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11-22-2021, 11:03 PM | #23 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: On using grenades
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11-23-2021, 03:21 AM | #24 |
Join Date: Jul 2006
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Re: On using grenades
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.
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11-23-2021, 09:27 AM | #25 | |
Join Date: Aug 2007
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Re: On using grenades
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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.
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Fred Brackin |
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11-23-2021, 10:37 AM | #26 | |
Join Date: Jun 2013
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Re: On using grenades
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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.
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11-23-2021, 09:26 PM | #27 | |
Join Date: Apr 2005
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Re: On using grenades
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12-06-2021, 05:37 PM | #28 |
Join Date: Feb 2020
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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. |
12-07-2021, 10:30 PM | #29 | |
Join Date: Aug 2018
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Re: On using grenades
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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. |
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12-07-2021, 10:52 PM | #30 | |
Join Date: Aug 2007
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Re: On using grenades
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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.
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Fred Brackin |
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Tags |
grenade, throwing |
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