01-06-2020, 11:37 AM | #11 |
Join Date: Jul 2008
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Re: [HT] Grenades fuse
This isn't true at all. GURPS grenades with time fuses (most of them) go off in accordance with those time fuses from when the grenade is armed.
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01-06-2020, 01:29 PM | #12 | ||
Join Date: Jul 2006
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Re: [HT] Grenades fuse
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They're also fun at night, where you can toss one almost silently at an enemy patrol - no muzzle flash or anything, just an explosion somewhere near them. If they are jumpy enough you can provoke jitter fire that way and sometimes they will shoot at each other for some time before someone gets a grip on them. Ideally you toss another grenade towards anyone shouting "cease fire". |
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01-06-2020, 02:57 PM | #13 | |||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [HT] Grenades fuse
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Unless their foe properly cooked it off, in which case that was 2-4 seconds in which their foe sat around not firing at them, just holding a live grenade counting off the seconds. Quote:
It depends on the fuse length. Quote:
Yeah, that's RAW. But as I noted, by RAW GURPS Character have way more acuity and reaction time in combat than real life, so most GMs handwave the timing. If you don't, I'm surprised that any character suffers from a grenade blast. |
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01-06-2020, 05:00 PM | #14 | |
Join Date: Jul 2008
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Re: [HT] Grenades fuse
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It's a lot of time if you're having a mutual massacre in the open at hand-to-hand distances. But that's a weird situation for combat even if games often seem to present it... Your detailed knowledge of the behavior of a majority of all people who have ever run a GURPS game on this planet is startling.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-06-2020, 06:07 PM | #15 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [HT] Grenades fuse
It's incredible amounts of time. Unless you're enforcing Lulls and Perception/Tactics rolls for OODA looping. Then yeah, 5 seconds can go by very fast.
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01-06-2020, 06:18 PM | #16 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [HT] Grenades fuse
In real life people either don't notice the grenade in all the noise and excitement (possibly to replicate in GURPS with strict use of Perception checks, etc.), or can't move far enough because of obstacles and/or enemy fire (also easily replicable in GURPS).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
01-06-2020, 08:49 PM | #17 | |
Join Date: Jul 2008
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Re: [HT] Grenades fuse
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4 seconds is 4 turns, but turns are short and most things you do take more than one of them.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-07-2020, 04:30 AM | #18 | |
Join Date: Jan 2010
Location: Brighton
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Re: [HT] Grenades fuse
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I run the fuse time, yes sometimes some will react by moving away from the grenade, or by getting some cover between them and the grenade. but a few points: 1). you have to know the grenade is coming and where it landed, in the middle of a loud chaotic fire fight that is not easy let alone automatic 2). Doing so might put you in a worse situation, e.g if I chuck a grenade through the window of the house you are in and my mate is sitting with a wait covering the door with his assault rifle. 3). Just getting you to re-position or get out the way might be a win for me anyway! (it stops you from shooting at me for instance) On PCs dealing with someone cooking a grenade off, 1). they have to know that it's happening (see 1. above) 2). you can ready and cook a grenade while you are out of sight or behind cover out of the PC's LOS, and then briefly appear long enough to throw the thing at them. I.e you don't run out in front of the PC and then spend 2-3 turns readying the grenade, starting the fuse and cooking the grenade in plain sight before throwing it at them yep
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 01-07-2020 at 05:27 AM. |
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01-07-2020, 05:26 AM | #19 |
Join Date: Jan 2010
Location: Brighton
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Re: [HT] Grenades fuse
there's a more general point that been tangentially raised here with the question about how hard is it to kill PC's with a timed grenade.
Not all conflicts, even conflicts involving deadly force have to end in someone dying (or being seriously injured) in order for someone to win, or get a positive outcome.
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 01-07-2020 at 06:44 AM. |
01-07-2020, 05:36 AM | #20 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: [HT] Grenades fuse
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In actual play, when grenades were used in my games, both by and against PC, that mostly wasn't a concern because --the target(s) didn't notice the grenade (or only some of them did), either due to battle confusion or because someone used stealth and rolled a grenade toward them from behind. --the target(s) couldn't move out of the blast zone in time or without putting themselves in higher danger. Eithee because it would take them out of cover, or in one game, when a player lobbed a grenade through an open vehicle window... --the purpose of the grenades was to make the target(s) move --several grenade were thrown, covering a large area And the few seconds delay, in cinematic games, may also allow fancy moves like a brute jumping on the grenade to protect the others players, or someone catching the grenade and throwing it back (and, in one memorable case, seeing it thrown back again ... ) |
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grenade, high-tech |
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