Has anybody tried applying the mechanics for suppressive fire to grenade resolution? If you have, how did that work out?
It occurred to me while reading about the Storm power in SM that the case of suppressive fire (being caught in an area where metal is flying at high velocity) bears a lot of similarity to a grenade blast (being caught in an area where metal is flying at high velocity).
Well, the thing about a grenade blast is how fast it's over. If you know it's out there, and you know you're behind cover, you're good. If you don't know it's there, and you're exposed, well, you're probably pretty effectively "suppressed".
A single grenade just doesn't last long enough to have the same effect as suppressive fire really.
Now, if there has been a grenade thrown, and you're still alive, sure, you're going to be careful about exposing yourself, but you're also going to try and move to eliminate the thrower once you're reasonably certain you can do so.
With suppressive fire, you're keeping them down so that they aren't shooting at you (hopefully), usually so someone else can move.
There needs to be a surpressive grenade.
Something that burns for a few seconds and spits a lot of fire and sparks and other unpleasant crap in a several meter radius. Would that be vaguely like white phosphorous? I don't know much about grenades, but somebody out there does, I'd wager.
The grenade lands, rolls around, pops up an eyestalk, and cherrfully and loudly says, "Hi, I'm a class 5 anti personell smart grenade! Please be warned of the following side effects. Bleeding, pain, visual distortion, aural discomfort, temporal distortions, possible broken bones, nausea, and lots of other unpleasant things we don't want to think about. Ares Corporation disavows all laibility for the use of this smart grenade, now available in special bulk discount shipments. Call 89759234857. No no, don't run away, I go off if you ..."
BOOM
| QUOTE (DireRadiant) |
| No no, don't run away, I go off if you ... BOOM |
| QUOTE (Demerzel) | ||
There's an AI in that grenade... poor AI... |
| QUOTE (Moon-Hawk) | ||||
There's no reason to assume that an artificial intelligence would have motivations or basic instincts consistent with a biological being that was created through natural selection. In other words, it is an adaptive trait, "not wanting to die", one that is generally shared by most things that have succeeded in surviving and evolving. An artificial intelligence has no inherent reason to not want to die unless it is programmed to. For the grenade, the ultimate joy and rapture is explosive oblivion and a job well done. |
I'd go with the classic: "I'm a thirty second bomb! I'm a thirty second bomb! Twenty-nine! Twenty-eight! Twenty-seven!..."
| QUOTE (Moon-Hawk) |
| Something that burns for a few seconds and spits a lot of fire and sparks and other unpleasant crap in a several meter radius. Would that be vaguely like white phosphorous? |
| QUOTE (Austere Emancipator) | ||
WP munitions in a smoke or anti-personnel application usually explode and spread their content in one go, the phosphorous then continuing to burn on the ground and in the air for a while. Other incendiary weapons will simply burn intensely without being spread over a significant area. I can't think of a weapon with applications similar to grenades that would continue to launch projectiles over a period of time. |
Some fireworks launch projectiles over a period of time. But unless you are wearing your kerosene drenched cotton wool armor, that's not really an issue
.
| QUOTE (Moon-Hawk) |
| But, in your opinion, would such a device be useful? |
I only caught the first few seconds of that clip (I'm at work), but someone downrange is going to have a really, really bad day.
The problem is going to be when players get access to FA grenade launchers. Then they're going to want to COMBINE suppressive fire and grenades...
Well all right then. Thanks.
This would function better as a drone, I think.
Something in line with the iBall - you toss it. It lands, and uses small legs to right itself, then create a tripod. It then begins spewing fletchettes in a random pattern, or a circle, or some such.
I say fletchettes because I'm still stuck on the idea of peeling off tiny slivers of a disk to make them. Which would mean it was easier to create them on the fly....
Something like the shuriken weapons from WH40k, or the flywheel gun from CP2020? Amusing thought, but I always wondered what their penetration would be like.
If you had the cash (and with any luck, we'll be seeing prices drop again with SR4), building a laser-firing drone you could toss into a room should be doable.
| QUOTE (Shrike30) |
| If you had the cash (and with any luck, we'll be seeing prices drop again with SR4), building a laser-firing drone you could toss into a room should be doable. |
| QUOTE (Austere Emancipator) |
| I'm sure it would. Does someone have an application in mind for such a thing -- something actual grenades would not be more effective at? |
So, either the talking bomb is like the talking toaster from Red Dwarf, or the Tachikomas from GITS?
| QUOTE (Kyoto Kid) |
| ...Bomb#20: "In the beginning, there was darkness. And the darkness was without form, and void". Boiler: "What the hell is he talking about?" Bomb#20: "And in addition to the darkness there was also me. And I moved upon the face of the darkness. And I saw that I was alone. Let there be light." |
| QUOTE (knasser) | ||
How do you know you exist? Hmmm. Well... I think therefore I am! That's good. That's very very good. Now, how do you know anything else exists? |
| QUOTE (DireRadiant) |
| The grenade lands, rolls around, pops up an eyestalk, and cherrfully and loudly says, "Hi, I'm a class 5 anti personell smart grenade! Please be warned of the following side effects. Bleeding, pain, visual distortion, aural discomfort, temporal distortions, possible broken bones, nausea, and lots of other unpleasant things we don't want to think about. Ares Corporation disavows all laibility for the use of this smart grenade, now available in special bulk discount shipments. Call 89759234857. No no, don't run away, I go off if you ..." BOOM |
I've read the book, but I don't remember that one.
it's right towards the beginning. Johnny jumps through a wall into a church or something, while they're raiding that Skinny city.
Just for reference: http://www.globalsecurity.org/military/library/policy/army/fm/3-23-30/ch1.htm
re: using the suppression rules for grenades. this could be thought of as an abstraction of the fact that you don't always know how long the grenade's timer has. as it stands, in SR, peoples' reactions to grenades is skewed because they generally do know exactly how long before the grenade goes off.
Actually, they only know when the players are metagaming
.
| QUOTE (mfb) |
| re: using the suppression rules for grenades. this could be thought of as an abstraction of the fact that you don't always know how long the grenade's timer has. as it stands, in SR, peoples' reactions to grenades is skewed because they generally do know exactly how long before the grenade goes off. |
| QUOTE (Butterblume) |
| Actually, they only know when the players are metagaming |
Yeah, metagaming is probably the wrong term. Still, the Chars don't know about combat rounds or Initiative phases...
Throw your wireless grenade and detonate it with a free action. Rules-conform and not foreseeable.
a better option--and one that will help make combat generally more unsure and difficult--is to make players roll Perception to actually notice the grenade being thrown, and where it lands. if you get lots of hits, you know where the grenade is and when it was thrown. if you only get a few, you only know that there's a grenade somewhere.
Depending on the surroundings I'd also put a higher/lower threashold on that. Afterall if it's indoors, there's less places for that grenade ot be thrown from generally speaking, it'll be far more visible, and will make a fair bit of noise when it lands on the ground.
Outdoors in say.. a forrest, it would be potentially much harder to notice.
I mean in an empty room it's very easy to see where a grenade lands, but say in a farmer's field there are tons of things obscuring your LOS on the grenade and its' very easy to midjudge where it landed assuming you noticed it in the first place.
Overall though MFB, the whole perception thing vs Dodge to me makes alot more sense.
Also some one in either this thread or the other necroed grenade thread mentioned they couldnt see how a 'failure' with a grenade throw can actually turn into a success. This is, quite by and large, due to the fact that hand grenades, have a habit of bouncing and rolling around, some times a great deal. It depends on design and terrain and such. It also dpeends a great deal on luck.
Let me give you an example.
Your target is taking cover behind a partial wall in.. lets say a house, lets make it the kitchen, and it's one of those ones that has a cut down wall looking into the living room, your in the living room. You throw the grenade at thep erson, but you overthrow it, so the grenade sails past the target. However due to arc, it by chance, hits the lip of the counter, and bounces back towards the target, then rolling as it hits the ground it comes to a stop right next to the intended target purely by blind luck, and maybe partially due to a slight tilt in the floor of the kitchen.
So suddenly your over extended throw actualy winds up being ALOT better than had you actually landed it abouts where you initally intended the grenade to go. There isnt really any 'dodging' a grenade, just like there isnt relaly any 'dodging' a bullet, your either in the way or your not. Now the idea of 'dodging' a bullet largely comes from the fact that it's a relatively smal projectile, there's cover, and your target very likely isnt standing compeltely still unless he's a total iddiot. He'll duck behind cover shoot back etc.
Grenades are very different, their area of effect. AOE does not require a great deal of accuracy, the whole point of AOE is to get that device into 'the general area' of the target. Thats all thats required, the actual AOE effect (In this case the explosion of the grenade and the resulting fragments, shockwave etc) is what does the damage.
Another anology migh tbe something like 'doding a bee' and 'dodging a bus'. We'll assume little Timmy is standing for some stupid reason playing in the middle of traffic. Now, standing in the middle of the lane, a bee suddenly flies right at his head! 'Ducking' aka dodging, he can still stand exactly where he is, and the Bee will miss hitting him. However, because he didnt move out the traffic lane, he's promptly hit by the bus, which is far large than the bee and takes up the entire lane rather than a very small argually unnoticeable space within that lane.
So the only way for Timmy to avoid becomming Timmy brand salsa is to actually 'move' out of the way, be it jumping out of the way or walking out of the path of the oncomming bus. The bus we shall say is being driven by FrankTrollman's nazi Carebears, which is why their not doing anything at all to avoid hitting Timmy. Afterall little Timmy being geeked by a bus will make everyone 'happy'!
This really then is where that perception thing MFB suggets comes into play, does Timmy notice the evil Carebear bus and thus moves out of the way in time? Or does he not? Or perhaps that bee hit him right in the eye and he has to try to see the oncomming bus through his tears of pain and sorrow (Visibility modifiers) and on a bad roll doesnt quite see the buss well enough to move completely out of the way (And gets clipped), manages to figgure out where the bus is in relation to him and thus avoids it, or fails miserably to notice it at all and gets hit dead on.
| QUOTE (mfb) |
| a better option--and one that will help make combat generally more unsure and difficult--is to make players roll Perception to actually notice the grenade being thrown, and where it lands. if you get lots of hits, you know where the grenade is and when it was thrown. if you only get a few, you only know that there's a grenade somewhere. |
I suspect that soldiers in combat also have a fairly good idea of the time between a grenade landing an exploding. It's why people sometimes prime grenades before they throw them....
Most hand grenade fuzes have a 0.5-1 second variance, and there's no way of telling whether they were cooked before they were thrown or often even where they came from, so there's really no way you could know how much time you have when a grenade lands. The few accounts of such that I've read seem to bear this out: after spotting a grenade everybody immediately takes cover and doesn't make a move until it's gone off or enough time has passed that it's probably not going to go off at all.
That would mean a grenade can sometimes be used like suppressive fire
.
Soldiers often yell 'grenade' when there is a grenade, so everybody around him is aware that there is a grenade.
| QUOTE (Austere Emancipator) |
| Most hand grenade fuzes have a 0.5-1 second variance, and there's no way of telling whether they were cooked before they were thrown or often even where they came from, so there's really no way you could know how much time you have when a grenade lands. The few accounts of such that I've read seem to bear this out: after spotting a grenade everybody immediately takes cover and doesn't make a move until it's gone off or enough time has passed that it's probably not going to go off at all. |
actually, for bunkers, they actually do train you to cook the grenade for, as i recall, 5 seconds. that way, the guys in the bunker don't have time to grab it and throw it back--they're more likely to try to than someone on open ground, since there's no room to hide in a bunker.
My online research yielded the fact that spoon is a slang term for the safety handle.
'Den Löffel abgeben', verbatim 'to hand in the spoon' is the german expression for 'to kick the bucket'.
| QUOTE (mfb) |
| actually, for bunkers, they actually do train you to cook the grenade for, as i recall, 5 seconds. that way, the guys in the bunker don't have time to grab it and throw it back--they're more likely to try to than someone on open ground, since there's no room to hide in a bunker. |
Ours too had a 2.5-3 second fuze, and were always handled so that the spoon was placed firmly against the palm as you threw them. All I know about cooking nades I learned from America's Army (the game).
the grenades US soldiers are issued have a 7-second timer.
It's entirely dependent on the type of grenade you're using. Some flash-bangs have a 1-1.5 second timer on them, the theory being that you are supposed to throw them into a room and have them go off to add some shock value to your subsequent assault through that doorway (hopefully preventing the people inside from spraying down the doorway, nearby walls, and anybody they see with bullets). There's no reason for them to have a longer timer on them, given their narrow-focus application.
On the other hand, you've got the 6-7 second fuse on some of the grenades used by the US military. Having a fuse that long can slow you down a bit (you've got to "cook" it for a couple of seconds if you're going to toss it into a room, so that you reduce the risk of it getting tossed back out), but generally lends itself to more flexibility: if you're gonna baseball it pretty far, that 7 seconds lets you pop the spoon, get a proper grip on the body of the grenade, and heave it further than you could with the kind of grip you could get with the spoon still attached.
And having that 7 second fuse means if you drop it, you've got a few extra seconds to try and dispose of the thing before it kills you and your squadmates.
So it's throw the pin drop the grenade right?
Some grenades actually have fuses as long as 10 seconds. Though thats not terribly common with more 'modern' grenades. However alot of the older/older style grenades do infact have a fuse that long. Which... yeah, is actually quite abit of time to 'run away'.
In SR grenades apparently all have a 3 second fuse. Afterall it goes off at the end of the IP and an IP is 'aproximately' 3 seconds according to the SR4 main book. And I think it's the same thing for SR3 but I could be wrong about that (I know it's still only a matter of seconds however). This of course also means generally you'd be stupid to try to 'cook' the grenade, unless you had enhanced reflexes, and even then I really wouldnt do that.
You want an effective surpression grenade?
You need a chunk of lead, shaped into a grenade's shape, painted like a grenade, with a red LED on top of it.
Chuck that into a room, wiat the 1.5 seconds it will take everyone to have yelled "Grenade!" and dived away, then you rush the place and geek them while they're curled up behind the obvious cover.
Nah, I prefer the Starship trooper thing yelling "i'm a bomb! I'm a bomb!"
| QUOTE (Kesslan) |
| In SR grenades apparently all have a 3 second fuse. Afterall it goes off at the end of the IP and an IP is 'aproximately' 3 seconds according to the SR4 main book. And I think it's the same thing for SR3 but I could be wrong about that (I know it's still only a matter of seconds however). This of course also means generally you'd be stupid to try to 'cook' the grenade, unless you had enhanced reflexes, and even then I really wouldnt do that. |
| QUOTE (Kesslan) |
| In SR grenades apparently all have a 3 second fuse. Afterall it goes off at the end of the IP and an IP is 'aproximately' 3 seconds according to the SR4 main book. |
| QUOTE (Fortune) | ||
I'm pretty sure that it is an entire Combat Turn itself that is approximately 3 seconds, and not each IP. |
| QUOTE (Kesslan) |
| So it's throw the pin drop the grenade right? |
Fun stuff, reminds me of one of the Darwin award reports where some guy went out on an M203 range, foudn two 'duds' and hit em togeather (Detonator to Detonator) while saying "Nah, their duds, nothing will happen, see?" *BOOM*. Or soemthing like that.
Dunno if it's true, but I could sure belive it of some people.
sounds plausible.
of course, i don't want to give a false impression. during our training with throwing fake grenades at a vehicle, i whanged mine off a tree and it ended up thirty yards to my left instead of under the vehicle twenty yards in front of me.
Which is why I like the grenade scatter rules in SR. The implications of a bad roll can be... well just as bad as the real thing. Like that one time I accientlaly blew up a team member due to a really bad rebound in our direction.
Woops.
| QUOTE (mfb) |
| there was actually a guy in basic who sorta did that. the way we do grenades, you hold the spoon and pull the pin. when you're ready to throw, you release the spoon and then throw the grenade. this guy did everything up to the throwing--pin, spoon, freeze. the drill sergeant whacked his arm over the top of the cement barrier to make him let go. |
It'll happen yet I'm sure.
Makes me wonder what kinda crazy it takes to be a grenade range instructor.
The probability of getting killed as a grenade range instructor is still several orders of magnitude smaller than that of getting killed by friendly fire on any actual battlefield -- so it must be the same kind of crazy it takes to volunteer as a soldier to begin with.
That entirely depends on the army in which you serve, if your speaking of the US armed forces (or working alongside them) however you are aparently statistically correct.
The US has a really bad (and well earned) rep for friendly fire incidents. This is not so with other countries.
Could you name a national military which has taken part in large scale warfare in the past 70 years and that hasn't incurred significant losses to friendly fire and various "accidents"?
Not that it matters, because the amount of friendly fire probably has a direct correlation with the amount of morons dropping live grenades inside the shelters.
Canada is one apparently, there has been quite abit of discussion recently about all the friendly fire deaths in Afghanistan since it's military involvment. All reported incidents (assuming there is a possiblity of unreported ones) of which so far as been at the hands of Americans.
Canada might not have been quite as heavily involved in open warfare since the Korean war, but there were actually quite a few Canadian troops involved in Vietnam, and there has been a great deal of Canadian involment in peacekeeping efforts in open warzones since that time.
Germany is another country thats supposed to have a good record, and they've been quite involved. Same with Britan.
http://en.wikipedia.org/wiki/Friendly_fire has some info on this. THough it seems to be abit hard to find a reliable internet based source for actual hard statistics.
http://www.au.af.mil/au/aul/school/asbc/friend.htm#inter seems to have some information as well.
I'll make another post when I can find some reliable online source with some hard data. I'm sure it's gotta be out there somewhere.
EDIT: Not to mention one that doesnt soley point to US FF statitstics. So far most of the hits are all US on US or US on other countries.
I resent that remark, I was a member in the Airborne Infantry with the 82nd Airborne Division out of Ft. Bragg. Statistically friendly fire casulties are low. We are trained in visual recognition. That is why most NATO allied forces use the Kevlar helmet. It is distinctly shaped. "If it doesn't look like us, Kill it."
| QUOTE (Magus) |
| I resent that remark, I was a member in the Airborne Infantry with the 82nd Airborne Division out of Ft. Bragg. Statistically friendly fire casulties are low. We are trained in visual recognition. That is why most NATO allied forces use the Kevlar helmet. It is distinctly shaped. "If it doesn't look like us, Kill it." |
It is no wonder most of the reports one can find are related to US troops. The US DoD puts out a hell of a lot of information on absolutely everything, and that data is linked and searched for a lot. Consider also the amount of man-years of US soldiers deployed in hostile areas in the post-WW2 era as compared to those from Canada, Britain, Germany, etc.
You'd be fooling yourself if you think Canadians havent had quite a few troops of their own in war torn countries for years. Canada among other countries have a long and noted contribution to peacekeeping efforts.
Korea, Vietnam, Bosnia, Croatia, Balklands, Somalia to name just a few of the more recent and better known areas where Canadian troops have been deployed as combatants or peace keepers.
The US has been involved in a few more, but partially thats due to being a great deal more agressive than a number of other countries. Especially durring the Cold War era. The US and Russia both got involved in a great deal of 'warring' as it were.
It's a good part of the reason why Iraq and Afghanistan are the way they are today. And just take a look some time at alot of so called 'rebel' groups in various 3rd world countries. It's hard these days not to see them carrying just as many new or very rleatively new US made weaponry as weaponry made by other powers (The AK is still very big as well dont get me wrong).
And while the US DoD puts out alot of information, so do quite a few other countries armed forces. Alot of the more recent stuff isnt even infantry on infantry, it's US airforce on infantry. I think a large part of it is because the pilots are overly reliant on all their little toys.
It doesnt help that the communications between the various allied forces is often a complete mess (This isnt USA's fault necessarily either. Bosnia had huge problems just like this and thats mostly because the Bosians and Serbs would say one thing, do another, and then attack each other not even a few hours after a mutually agreed upppon 'ceasefire' etc)
You'd be supprised however, how often I hear from people in Canadian/British armed forces commenting on how when you take away the toys, the US military as a whole often does quite poorly. How much of this is actual fact is realy hard for me to say, but I certainly wouldnt hear it so bloody often if it wasnt at least partially true. And even then it's from a decidedly biased sourse, but your going to get that from 'your own side' no matter what country it is anyway unless there's some sort of major unrest.
I can't see how commenting further on this subject would do anybody any good, so I'll let it be. I suggest others do the same, lest this thread becomes one big flame. Anybody who wishes to probe the friendly fire issue further should probably do so at a forum dedicated to such matters.
Fair enough. It I suppose, allways will be a horrifically controvertial (not to mention unfortunate) issue.
So then, to get things abit more on topic.
Remote detonated hand greandes.
How hard would this really be to do? I'm thinking something ala Aliens: Reserection. General Gomez(?) or whoe ver it was, pulled one out, rolled it into that escape pod some soldiers were in when an alien followed them in and started slaughtering eveeryone. The 'spoon' was actually a remote detonator, with apaprently a really good range on it too (he detonated it -after- the escape pod in question cleared the ship.
Not hard at all. After all, everything is wireless anyways.
You probably still want a mechanical safety pin and some time delay until the grenade is primed.
| QUOTE (Magus) |
| I resent that remark, I was a member in the Airborne Infantry with the 82nd Airborne Division out of Ft. Bragg. Statistically friendly fire casulties are low. We are trained in visual recognition. That is why most NATO allied forces use the Kevlar helmet. It is distinctly shaped. "If it doesn't look like us, Kill it." |
| QUOTE (Austere Emancipator @ Dec 23 2006, 11:31 PM) |
| I can't see how commenting further on this subject would do anybody any good, so I'll let it be. I suggest others do the same, lest this thread becomes one big flame. |
| QUOTE (Fortune) | ||
I'm glad I read the entire thread before responding, so that I had the chance to see you wise advice. While also deeply offended by more than one of the comments made about the US military (and I'm neither a member of that institution, nor even a yank!), I'll not try to stir things up further, but can't help but post my displeasure on the subject. |
The chars I created for SR4 for me to play all had an internal commlink (even the mage), so they could detonate the grenades with just a thought.
But yes, a safety feature for the wireless grenade detonater would certainly be useful. It would make the grenade more flexible. Or you could use sensors and use it as a thrown mine.
One idea: pulling the safety pin allows you to extract the remote control, which also starts the countdown to prime the grenade (duration can of course be set beforehand).
The remote control could be shaped like a common lighter. The red button is protected by a cap (like some lighters have). You can flip it up with your thumb and get access to the detonator button.
Hm, I hope I explained it good enough, 'Glühwein', a traditional christmas mulled wine, makes thinking hard... ![]()
Edit: the War Nerd's newest article has some good bashing of basically everybody: http://www.exile.ru/2006-December-15/war_nerd.html
(just to get everybody into the christmas spirit)
| QUOTE (Kesslan @ Dec 23 2006, 06:21 AM) |
| Canada is one apparently, there has been quite abit of discussion recently about all the friendly fire deaths in Afghanistan since it's military involvment. All reported incidents (assuming there is a possiblity of unreported ones) of which so far as been at the hands of Americans. |
| QUOTE |
| Canada might not have been quite as heavily involved in open warfare since the Korean war, but there were actually quite a few Canadian troops involved in Vietnam, and there has been a great deal of Canadian involment in peacekeeping efforts in open warzones since that time. |
Well Charon, the fact that the Canadian war museum (before it moved) use to have a decent sized section about Canadian involment in the Veitnam war might have something to do with that.The Canadian army on it's own as it were, wasnt ever really directly involved. THough yes alot of Canadians signed up with the US army because they wanted to go help, and there was some NATO involvement.
NATO itself is a good reason why, alot of times people say Canada wasnt involved area X even though it was, it was however simply part of NATO rather than purely on it's own. It also didnt help that funding for the canadian military has been total crap for years. (And thus the ultimate reason why canadian military helictopers on at elast two occasionas have litteraly fallen out of the sky)
On the supression thing, there's also the noise, airpressure etc. So it's important to note who near the blast (Hell I'd say the whole room depending on size) has hearing dampeners. Anyone who doesnt is going to have some serious ear rining I'm sure.
might be worth some while to go over the concussive effects of grenades as a whole for determining potential penalties of being in the blast zone (Even if you remain uninjured)
@Butterblume:
That pin/remote detnator thing sorta is how the grenades in Aliens: Ressurection worked. Though I'm not so sure there actually was a pin. There was if I recall a saftey cap though. And assumably the grenade only armed whe the detonator was forcibly pulled from the grenade. The detonator in that case was still shaped in the classic grenade spoon arguably not only to keep the size down but to make the tiny detonator easier to hold onto (I should try to find a screenshot, I know there's a few showing him using the grenade in question)
I've heard one story of a grenade range where the person actually accidently dropped the damn thing in their coat pocket. With the entire class right nearby in danger the trainer tossed the person over the wall.
Now, that's most likely BS.
For one thing, the class is in a safe distance in case something happens, unless someone in charge screwed up.
I don't think its even possible to drop a grenade accidentally in one of your pockets, but I am not sure because other countries might use different clothing
.
Edit: on a totally different matter, am I the only one who thinks the canadians are trying to conquer DS? Don't even bother to answer, but think about it.
Trying? We already have!
Just to clarify, I didn't mean to suggest using grenades as suppressive fire. I meant to suggest using the rules for being caught in suppressive fire (which, incidentally, are the same rules for being caught in the use of the Storm critter power) for being caught in a grenade blast.
| QUOTE (Trax @ Dec 23 2006, 03:21 PM) |
| I've heard one story of a grenade range where the person actually accidently dropped the damn thing in their coat pocket. With the entire class right nearby in danger the trainer tossed the person over the wall. |
Yeah but what if it was some third world country or something? I mean in WWII russians trained their troops how to use hand grenades with potatoes. I mean that was cause the grenades were 'worth more' than the soldiers.
I really doubt that sort of thing would happen in a 'modern' country. Largely due to the fact that anyone intelligent soon realizes that having recruits screw up like that is a bad thing and can get alot of people killed.
Thus the grenade bunkers etc. And if your really on that much of a shoestring budget that you cant even dig a hole in the ground with a shovel.. then really you should be training them with potatoes.
I just want remote detonated sticky grenades.
There's probably nothing funnier on a run than seeing a panicked sec guard running toward his horrified companions screaming, "GET IT OFF! GET IF OFFFFFF!!!"
-karma
Hmm, well the remote detonator part is as has been mentioned rather easy.
Not sure how you'd make it stick after being thrown. You cant exactly just coat the grenade in glue or it will stick to your hand/clothes etc.
I suppose you could arguably just make up some sort of high tech nanoglue thats solid, but is then 'activated' shortly after pulling the pin so that you've got a few seconds to throw the grenade, after which a sort of outer solid shell of nanoglue starts to get melty and will then adhere to what ever surface it lands against.
doesnt really sound like a practical way of doing it though to me. Arguably plausible given jsut how much nanotech there is in 2070 (Afterall there are now nano doomsday weapons galore) but would be really expensive etc and really, I think, not worth it.
| QUOTE (Kesslan) |
| Not sure how you'd make it stick after being thrown. You cant exactly just coat the grenade in glue or it will stick to your hand/clothes etc. |
Somewhat possible but geckotape would arguably stick to everything and in either case is generally easily peeled off. If your wanting it to stick to a person i'd definately say you need something better than super velcro
| QUOTE (Shrike30) |
| I only caught the first few seconds of that clip (I'm at work), but someone downrange is going to have a really, really bad day. The problem is going to be when players get access to FA grenade launchers. Then they're going to want to COMBINE suppressive fire and grenades... |
| QUOTE (djinni) | ||
how do you even handle that? 20 grenades going off at once... |
| QUOTE (Kesslan @ Dec 26 2006, 09:09 PM) |
| Not sure how you'd make it stick after being thrown. You cant exactly just coat the grenade in glue or it will stick to your hand/clothes etc. |
Hmm true, and there were the field created sticky bombs using standard GI socks. They show that trick being used in Saving Private Ryan. Though in that case I believe they used tar.
That article though really simply highlights the problem with the idea of a 'sticky grenade' or bomb of any kind really. Since by nature then it could stick to just about anything. Especialy if the adhesive has to be strong enough that it wont slip off things like a moving vehicle or a person running around flailing away in abject terror.
Shadow Warrior the old PC FPS game had so called sticky bombs which were really just hand grenades with spikes in them. Of course while they stuck to anything, realistically they'd only stick to thinks the spikes could actually penetrate. And then there's ones that use magnetic attachment points like limpet mines.
The trick really is to come up with something that would have actual practical application in SR.
Given: SR has better batteries than we do.
Have a grenade that can generate a strong EM field for a few seconds. It activates when the grenade arms, which is after the spoon flies and it travels at least 5 meters away from the spoon. (everything's wireless) Of course, it only sticks to ferrous metals.
Alternately, use gecko tape as people suggested. It is enclosed in a casing that is sloughed off in mid-air, after it is thrown. This model only sticks to dry things.
Or, for that matter, use both. It won't stick to a wet man, but it just might stick to his gun or other gear.
Well, engineering a grenade with a cover that pops off only after it's been thrown/launched shouldn't be THAT difficult. It seems the issues with the historical version of the sticky grenade stem from having to remove the cover first before throwing it.
One might even design it so one side of the cover can be removed manually allowing it to be used as a limpet mine.
I have to admit I got the idea from a video game - Red Faction. That game had satchel-charge style explosives that stuck to whatever you threw them at - including enemy soldiers, which I found out by accident. I was trying to hit a ledge to blow it out from under a solder, and he at that moment ran forward to shoot at me. It stuck to his chest, whereupon he started running around in a panic yelling for his buddies to help him.
Instead, they started shooting at him, presumably to kill him before he got too close.
I've seen sticky grenades in at last a half dozen games since, though, and I think they might be a nice addition to a runner's arsenal.
-karma
don't those gecko gloves only stick to things when there's a faint electrical charge running through them, or something? just cover the grenade in that. when it smacks into something, it turns on a short-lived battery that charges the gecko material. et voila--sticky grenade.
| QUOTE (Aaron) |
| Just to clarify, I didn't mean to suggest using grenades as suppressive fire. I meant to suggest using the rules for being caught in suppressive fire (which, incidentally, are the same rules for being caught in the use of the Storm critter power) for being caught in a grenade blast. |
| QUOTE (KarmaInferno) |
| Instead, they started shooting at him, presumably to kill him before he got too close. |
| QUOTE (mfb) |
| don't those gecko gloves only stick to things when there's a faint electrical charge running through them, or something? just cover the grenade in that. when it smacks into something, it turns on a short-lived battery that charges the gecko material. et voila--sticky grenade. |
yeah, but don't SR gecko gloves have an on/off setting? i could swear i remember them having an off switch.
I dont think so. I'm pretty sure it works the exact same way as the RL prototype version where you just sort of peel your hand/foot/knee off in a certain way to get it to unstick.
I dont have the relevant books with me though or I would look it up.
| QUOTE (eidolon) | ||
Heh, that's the thing though. If you're "caught" in a grenade blast, you're toast (or at least not feeling well). So while you're effectively suppressed, the injury and wound rules are better applied here. |
hm. apparently, i made up the off switch for gecko material. ah, well.
An off switch wouldn't make sense, in any case. There's no mechanism or field to turn off or on, it's just millions of synthetic nano-scale hairs. They stick due to http://en.wikipedia.org/wiki/Van_der_Waals_force forces.
It's molecular velcro, really. Holds til you peel it off in a specific way.
-karma
Well yeah, but if you could get the hairs to respond to a voltage to either curl up or straighten out then conceivably you could get it to turn on and off.
I'm not saying that you can turn them on and off as they exist in SR or RL, but I'm saying that such a thing might exist, and suggesting a possible mechanism.
I could see making "sticky grenades" in terms of mines as being useful, since as far as I know there aren't any rules (at least in 4th ed, no idea about 3rd) for actual mines that attach.
I'm thinking of maybe a half sphere with some sort of cover on the bottom, with a fragile membrane or other substance beneath. Pull the cover off, slam it onto the surface breaking the membrane and exposing the adhesive.
Grenades are ok for making an enemy duck for a moment, maybe costing or delaying them in an action, but it wouldn't be the same as suppressing fire.
You could use grenades to make someone break from cover. If your enemy was behind a bunch of crates, if you landed a grenade back there, they would probably try to run from the grenade, especially if it was close. If you had suppressing fire or were waiting for them to break cover, you could shoot them. If you dropped them, they could also get hit by the blast.
An old real world trick is to carry a few large rocks with the grenades. Throw a real grenade to get their attention, then later a rock. When they scurried around to get away from the noise of something landing, you shot at the movement. That worked best at night, of course. But going to the surplus store and buying a couple of cheap, inert grenade bodies would have the same effect. It all depends on if the GM allows one time to move after a grenade has landed.
Unless on a shoe string budget, one ould always carry more grenades instead of rocks
.
| QUOTE (Butterblume) |
| Unless on a shoe string budget, one ould always carry more grenades instead of rocks |
Well, first of all, the fuzes of smoke grenades are not often instantaneous -- the ones I've handled had the same length fuze as the frags we had, ie. ~3 seconds, and the US AN-M8 and M18 smoke grenades use the M201A1 fuze with a delay of 1.2 - 2 seconds. Also, the fuzes of most chemical grenades, like the US M201A1 fuze, are incapable of detonating an explosive grenade, since they only ignite the filler -- they do not explode.
Anyway, hand grenades in the Shadowrun era apparently often use electronic fuzes the delays of which can be set prior to throwing.
If I were making SR4 hand grenades, making them wireless-capable is a neat idea, but you need to make sure it is hack-proof.
It would be crazy to put black IC in a grenade, but you could build in a mechanical switch that has to be held down to enable the wireless capability. Bring it online, set fuse, take it offline, pull pin, throw.
One thing to consider though, is do grenades really need to be that smart? I think armies would only move to electronic fuses if they were cheaper and more reliable than mechanical fuses.
| QUOTE (Ed_209a) |
| If I were making SR4 hand grenades, making them wireless-capable is a neat idea, but you need to make sure it is hack-proof. |
Sensor signals aren't matrix enabled, but they can also be hacked. ( Its also rather pricey to add that to an expendable piece of ordnance.)
But heres the other catch to the issue, if the grenade required wireless activation, what happens when its jammed?
| QUOTE (bait) |
| Sensor signals aren't matrix enabled, but they can also be hacked. ( Its also rather pricey to add that to an expendable piece of ordnance.) But heres the other catch to the issue, if the grenade required wireless activation, what happens when its jammed? |
I was picturing grenades being wireless just for subscribing to a person's PAN not for remote detonation. In 2070, it is probably cheaper to put in a wireless system than put a manual fuse timer on the grenade. I do strongly believe the final step in arming the grenade will still involve some kind of mechanical action.
Today's grenades are made simple so you can buy lots of them. I don't see that changing in 60 years.
On the other hand, consider the http://www.fas.org/man/dod-101/sys/land/slam.htm. This is essentially a swiss army hand grenade. It is a tool bought in limited numbers for special forces use. I could easily see the stuff you folks are talking about being applied to a future SLAM.
Yeah, I am of the mindset that grenades come standard with wireless access...and that doesn't mean matrix-access. So I am in the same boat there.
So, in my campaign, I think I set a device rating 3 for grenades, so while they can be hacked, you need to be fairly close...the group I run for has used wireless detonation on several occaisions, and in each of those, while the opponents could have hacked in, the situation did not allow the time or awareness to even think about it.
I mean, if the device is running in hidden mode and the grenade is concealed...I think that prevents most hacking right there...now if the opponent had time to assess the situation, sure, hacking into the comm the grenades are subscribed to or spoofing that comms signal, could be done to hack a grenade, but other than that, I don't see hacking grenades as something to worry about.
I also would consider grenades to be wireless, but still need a physical trigger to turn them on so that you can't possibly hack someone's grenade on their vest and make it explode.
Now if someone is attempting to hide a grenade somewhere planning to detonate it wirelessly as a trap for you and they take a few seconds setting it up, and you happen to know they're there, then maybe the grenade could be hacked and detonated after the guy armed it but before he finished hiding it.
One of my villains constructed a makeshift trap on the fly while running from players. Put three grenades on the door and a camera on the table and run. He instructed his commlink to instantly send a detonation signal to the grenades when the camera recorded a valid metahuman silhouette.
It's no different than if he just tossed an arm grenade behind him, but we're all still playing with AR possibilities.
I think we have discussed it before in this thread, you'd really want a mechanical safety on your wireless grenade, and a hardwired minimal fuse time.
Absolutely. Anything else would be suicidal.
But even with those there are still going to be occasions where the grenade can be used in inventive ways and/or turned against the owner.
| QUOTE (deek) |
| I mean, if the device is running in hidden mode and the grenade is concealed...I think that prevents most hacking right there...now if the opponent had time to assess the situation, sure, hacking into the comm the grenades are subscribed to or spoofing that comms signal, could be done to hack a grenade, but other than that, I don't see hacking grenades as something to worry about. |
| QUOTE (mfb) | ||
problem: what if an enemy hacker is already in ur commlink hackin ur mans? as soon as you subscribe the grenade (which we will assume involves some kind of physical manipulation of the grenade), he can set the timer to 2 seconds, or 3 minutes, or whatever. |
well, it's cool, but i'm not sure that the liability involved is worth the added coolness. on the other hand, if you suspect your network is hacked, you can just not activate your grenades' wireless functionality.
Is it worth a 'coolness' factor? No. But it sure as HELL is worth the 'utility' factor. Wires can be detected, wires can be cut. Wireless can be noticed, wireless can be jammed.
But wireless signals only have to be a very very quick 'burst transmission' and there's so many damn frequencies, that especially in the wireless world not even the most observant hacker is likely to notice it, much less be able to do anything in time.
Also teh whole timer thing. Why is that even an issue? As folk mentioned. Go hardware timer. You set that timer before hand. Or more likely the gernade only HAS a set timer. You cant change it. Unless you mean setting the remote to send the signal at a certani time. But the thing is the sending unit is NOT a reciever. It doenst need that component. So you cant hack it. It's just not possible.
You could alter it if you could get ahold of the actual transmitter. But theres nothing else you can dot to stop it. If you just some how happen to know the very specific frequency, signal and encryption etc that the wireless grenade is looking for as a detonation signal. Then yes. A canny enemy could detonate the grenade on you. But thats a hell of alot of information needed well before hand. And since the grenade itself is a totally passive reciever you cant just 'ping' it and see what its settings are. It wont respond beyond. Ok time to blow up now! Booom!
And for that response you need to know exactly what sort of signal it's waiting for.
Kesslan, you're not hearing me. i'm talking about a hacker that has already hacked your commlink. he doesn't have to listen for a wireless transmission, he just has to watch your subscription list. as soon as a grenade comes up, he's got you.
in SR, grenades have variable timers. yes, you can set it beforehand--but, again, if you make them wireless, then if you're hacked when you set the grenade, the enemy hacker can make whatever adjustments he wants.
you could make the wireless component not hook into your commlink at all, of course--but in that case, there's nothing to be transmitted. you press some numbers on the grenade itself, pull the pin and drop the spoon, and throw. no communication needed at all.
| QUOTE (mfb) |
| Kesslan, you're not hearing me. i'm talking about a hacker that has already hacked your commlink. he doesn't have to listen for a wireless transmission, he just has to watch your subscription list. as soon as a grenade comes up, he's got you. |
we're talking about different things. you're talking about a multipurpose explosive that you can use as a grenade. i'm talking about a grenade with a variable timer that you can set as you pull the pin and throw it, rather than huddling in your foxhole trying to fiddle with the button controls.
| QUOTE (mfb) |
| we're talking about different things. you're talking about a multipurpose explosive that you can use as a grenade. i'm talking about a grenade with a variable timer that you can set as you pull the pin and throw it, rather than huddling in your foxhole trying to fiddle with the button controls. |
Hmm on the idea of a 'mutli purpose explosive' that can be used as a grenade. Makes me wonder what you could realy do under SR3/SR4 that would still be practical.
Adding in the otpion of a radio/wireless detonator is one thing. Timer is another. Maybe make the explosive a cylindrical grenade with an adhesive bottom. Pull a cap off on the bottom to expose the adhesive which you can then stick to just about anything? And as a cylinder you can still roll it down a hallway at someone or throw it towards them easily enough.
Maybe add in a 'proximity fuse' option. Make the timer a physical dial (my preference at least that way you cant hack it remotely) and just have one setting be 'proximity' which arms after you hit the button on the remote. Ultimately to me the remote should only ever just 'send a signal' Any other options should ultimatley be build right into the grenade itself. At the same time you dont want too many toys on the damn thing becuas ethen it just becomes horribly impractical.
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