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Old 01-09-2020, 04:51 PM   #49
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: [HT] Grenades fuse

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.
You need yo use both hands to remove the pin or unscrew the cap and pull it anyway. Taking the grenade out of your webbing (or boot, or whatever) can generally be done one-handed without difficulty.

Arming the grenade one-handed should not be the default, and should take at least that extra second, plus unreadying whatever you had in the off-hand. This, by the way, is the big drawback of a grenade in terms of the time it takes. You have to put down or holster your gun, arm the grenade, and then either throw the grenade and then re-ready the gun, or re-ready the gun (in your off-hand, and really only practical with a pistol) or pick it up, and then throw the grenade. It gets messy with a rifle, and most people playing with grenades will have a rifle.

The thing is, once that pin is out, Mr. Grenade is nobody's friend, even if the igniter has not been triggered yet. Once it has, and it's cooking off, it's actively your enemy and keeping it around is a high risk. The shorter the fuse, the higher the risk, obviously.
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