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Old 01-09-2020, 02:37 PM   #46
MrFix
 
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Default Re: [HT] Grenades fuse

Quote:
Originally Posted by Rupert View Post
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 ... etc etc etc
Quote:
In RL we were instructed quite strongly .. etc etc etc
Exactly all of the things you said do not apply in GURPS beyond some kind of GM fiat ruling.

We're playing GURPS here, again, not real life, so giving real life advice for a GURPS game is simply being misleading.

Quote:
Originally Posted by Varyon View Post
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.
GURPS assumes one-handed draw for all one-handed items, that's why pistols are drawn into one-handed stance and TS pistol styles give the ability to buy grip mastery right away - so you can actually draw into a two-handed stance.

To draw a grenade into two-handed stance, it's reasonable to require such perk, otherwise it's a ready action to change grip from one to two-handed. It's assumed you already do that as part of Ready maneuver to prime the grenade.

GM may rule to include it as a perk, "Quick Prime", which allows you to pull the pin as part of a fast-draw (grenade). On failure, grenade is not primed AND you spend a ready action drawing it. On critical failure, the grenade is primed AND you drop it under your feet.
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Last edited by MrFix; 01-09-2020 at 02:54 PM.
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