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Old 01-09-2020, 06:59 AM   #44
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: [HT] Grenades fuse

Quote:
Originally Posted by MrFix View Post
You can release the spoon without throwing the grenade, that's how 'cooking' it works. Pulling the pin is never done as part of the throw, it's a separate ready action as per HT192.
Ever used a grenade? 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. The rules can say what they like, on this they are wrong unless you want to also say that when you throw a ball you must spend a turn 'readying' it even if it's already in hand.

As for 'cooking off' grenades, I've never seen it done in-game, though it sometimes makes sense (i.e. when you have a 4-5s fuse). In RL we were instructed quite strongly not to do it, because the nominal 4s fuse could go in as little as 3s (and up to 7s was also quite normal). The fuses in grenades are made by a low bidder, in general, and it shows.

Personally, aside from their use in clearing pillboxes and the like, grenades are more of a pain in the a** than an asset, IMO (smoke grenades aside - they won't kill you if they go off in your webbing for some reason). That said, for room-clearing and such where they are useful they are really useful, invaluable even.
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Last edited by Rupert; 01-09-2020 at 07:04 AM.
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