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Old 05-17-2023, 04:54 AM   #11
sir_pudding
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Default Re: Flashbangs and sniper scopes

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Originally Posted by johndallman View Post
Setting off a flashbang while you're holding it is going to be really hard on that hand. Reckon on at least 1d damage.
It's also more than hot enough to cause massive bums and set your clothes on fire. I have a scar from a smoke grenade body that had completely burned out before it came into contact with my skin.
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Old 05-17-2023, 10:29 PM   #12
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Default Re: Flashbangs and sniper scopes

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Originally Posted by Fred Brackin View Post
You typed the magic words. I'd do it as a Dodge roll as outlined in Dive For Cover.
Assuming that the sniper and the target are acting on the same turn that would be the first thing to resolve. Figuring out the whole grenade effects deal would be secondary.

If the target was idiot enough to try to pop smoke while also Diving For Cover, I'd penalize their roll due to their multi-tasking attempt.
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Old 05-19-2023, 09:58 PM   #13
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Default Re: Flashbangs and sniper scopes

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Originally Posted by sir_pudding View Post
It's also more than hot enough to cause massive bums and set your clothes on fire. I have a scar from a smoke grenade body that had completely burned out before it came into contact with my skin.
Modern flashbangs are designed to not be as dangerous, but the Shermuly and other 1980s and 1990s vintage ones would most likely destroy a hand holding it when it went off. Not blow it off with concussive force, but the burns would destroy nerves, muscle and tendons, right to the bone.

Cases where tactical teams have accidentally set off flashbangs too close or actually in contact with a person often feature horrific injuries. We had a situation in a campaign once where a PC used Telekinesis to set off a flashbang on the web gear of an opponent in tactical gear and I researched the likely result. In contact with the chest meant the burns were likely to cause irreversible damage to vital organs.
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