01-05-2020, 05:24 PM | #1 |
Join Date: Mar 2013
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[HT] Grenades fuse
There are some fuse ranges in the table - how they should be understanded? For example fuse 4-5:
a) user decides in the moment of pulling the pin b) user decides in the moment of buying the grenade c) random time (50/50) - either 4 or 5 seconds ? |
01-05-2020, 05:54 PM | #2 |
Join Date: Aug 2007
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Re: [HT] Grenades fuse
It's (C). Grenade fuses are not all that precise.
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Fred Brackin |
01-06-2020, 02:20 AM | #3 |
Join Date: Mar 2013
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Re: [HT] Grenades fuse
Are there any rules for thrown grenades about "how many seconds will pass before it reach the destination"? Or for bouncing after impact? :P We plan to play in tactical shooter with heavy grenade usage, so I think it will be important issue.
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01-06-2020, 05:19 AM | #4 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [HT] Grenades fuse
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For the most part in GURPS, grenade timing is handwaved to a "it explodes immediately after being thrown/fired", because in real life most people do not act as fast or as precisely as GURPS Characters do. However, if you're implementing the full OODA loop (some sort of Per and Tactics roll each turn to properly implement a change in action), and your PCs aren't going to be acrobatically flipping away from a 4 second grenade the moment it lands, then I'd go ahead and actually count the passage of turns before a grenade explodes. If not, then I'd handwave away grenade timing. Or have enemies cook off a grenade before throwing it (so on a significant failure the grenade actually goes off in hand or during flight). Launched grenades can have 'split-second' fuses (TL 7+) and just be handwaved even in an OODA loop game. |
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01-06-2020, 07:34 AM | #5 |
Join Date: Mar 2013
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Re: [HT] Grenades fuse
So what, grenades with 2-3 sec fuses are flying faster than grenades with 4-5 fuses? :P Specifically, I'm thinking about situations like this:
I throw grenade. The grenade lands at somewhere near my foe (1st question - it will sit on the ground or bounce and land farther?). How much time my foe has to react somehow, before the grenade explode? And like this: I throw grenade with 2-3 sec fuse on some great range. How to check if the grenade will reach his destination or just explode in the air? |
01-06-2020, 08:28 AM | #6 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [HT] Grenades fuse
Whether a grenade stops where it lands or bounces depends on many things, such as whether it was thrown hard or lobbed, and what ground it lands on. If it's soft forest humus, it'll just stop, but on hard concrete it'll bounce and keep going. Perhaps unfortunately this is a GM's call.
As for the timer, for those 20th century grenades given as having 4-5s fuses, that's being generous - they actually had more like a 4-7s delay in service. If flight time really matters, I'd rule that a throw of under half the thrower's maximum distance lands at the end of their current turn, and one over that lands at the beginning of their next. The fuse would 'tick' at the start of their turn, so a 1s fuse can't be safely 'cooked off' - it'll go off in your hand. By the way, in my experience grenades are very slow weapons in GURPS and are of little use unless one or both sides of a firefight are in solid cover and can't be forced out or shot in place. It takes a long time to get the grenade out, prep it, and throw it, and accurate placement is hard without exposure to fire.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
01-06-2020, 08:42 AM | #7 | |
Join Date: Jul 2006
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Re: [HT] Grenades fuse
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Even more fun have been the various impact detonating fuses for hand grenades - Breda made a particularly amusing type that would sometimes detonate on impact, sometimes a bit later, sometimes when the grenade was next moved and sometimes never. There was no realistic way of telling in advance what exactly would happen when you threw one... |
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01-06-2020, 10:13 AM | #8 | ||
Join Date: Mar 2013
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Re: [HT] Grenades fuse
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01-06-2020, 10:40 AM | #9 | |
Join Date: Aug 2007
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Re: [HT] Grenades fuse
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Fred Brackin |
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01-06-2020, 11:17 AM | #10 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [HT] Grenades fuse
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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