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Old 06-08-2021, 01:08 PM   #5
MrFix
 
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Default Re: Further Discussion on Stun Grenades

Quote:
Originally Posted by EskrimadorNC View Post
US Army Joint Readiness Training Center, Ft Polk. Both as part of a unit doing MOUT qual, and later as OPFOR stationed there. Never had one dropped in my lap, but I've been in the same room/corridor within 5 meters or so. It's a damned awful experience, but not one that makes you non-functional for dozens of seconds.

FWIW, I wasn't complaining about the mechanical potency, just that it normally will take a $hit-ton of rolls for a HT 10 person to succeed on a HT-5 roll.

For $hits and giggles, I just did some test rolls for 4 HT 10 NPCs.

Here's how many rolls/seconds it took for them to recover from the standard Stun Grenade in High Tech:

1st NPC: 15 rolls/seconds
2nd NPC: 21 rolls/seconds
3rd NPC: 48 rolls/seconds
4th NPC: 07 rolls/seconds

I get that data is anecdotal, but it pretty much mimics the experiences I have had in actual games. NPCs that get flashbanged are DONE unless they have one or more of the following:

  • Good quality Eye/Ear protective equipment
  • Robust Hearing/Vision Perks
  • HPT/Protected Hearing/Vision/other such Advantages
  • High HT Attribute (13+)
  • Heaps of luck and/or Luck



That's fair. Being near one is like someone hitting your chest with a sledge hammer.
I worked with Zarya-1s, and it took at least 30 seconds for the vision to clear sufficiently, and the ringing and deafness could remain for hours. The 'stun' caused by the explosion/inner ear effects also took a minute to shake off.

Taking NPCs more than 10 seconds to un-stun is the intended behavior. It's a device meant for that. Considering it takes a long time to bring the grenade into play, and then capitalize on it's effects, it's more than fair from game perspective.
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