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> On Grenades, or how to use them in SR
InfinityzeN
post Feb 5 2009, 09:49 PM
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QUOTE (kzt @ Feb 5 2009, 04:17 PM) *
But luckily in SR the entire firing chain is electronic, and wireless enabled!


You want your grenades wireless enabled?! You poor dead bastard. New item to add to the "Dirty Hacker Tricks" thread...
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Fix-it
post Feb 5 2009, 10:08 PM
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only if he's dumb enough to have them made without hardware interlocks
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KarmaInferno
post Feb 5 2009, 10:50 PM
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Yeah, the ol safety pin is there for a reason.





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RedeemerofOgar
post Feb 5 2009, 10:52 PM
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QUOTE (KarmaInferno @ Feb 5 2009, 06:50 PM) *
Yeah, the ol safety pin is there for a reason.


Hey, *I* am not the one who said they replaced the standard arming mechanism (pull pin) with a "new and improved" inertial arming system. I just pointed out the flaw in the plan. (IMG:style_emoticons/default/nyahnyah.gif)
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The Neutronium A...
post Feb 5 2009, 10:55 PM
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Although you could hack the settings on the accelerometer so that, after the pin has been removed, the grenade detonates when it first detects movement rather than waiting for the deceleration at the other end.
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KarmaInferno
post Feb 5 2009, 10:56 PM
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A wireless system to prevent a grenade you launched from exploding too near you might be nifty.

Though I suppose that could be hacked as well. I guess it's only good if your opponent isn't aware of it.



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Matsci
post Feb 6 2009, 12:07 AM
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QUOTE (RedeemerofOgar @ Feb 5 2009, 02:52 PM) *
Hey, *I* am not the one who said they replaced the standard arming mechanism (pull pin) with a "new and improved" inertial arming system. I just pointed out the flaw in the plan. (IMG:style_emoticons/default/nyahnyah.gif)


No, he ADDED an inertial arming system. He has to pull pin and Throw to arm grenade.
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BnF95
post Feb 6 2009, 12:47 PM
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Are there any rules for flechette ammo for grenade launchers?
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AllTheNothing
post Feb 6 2009, 01:46 PM
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QUOTE (BnF95 @ Feb 6 2009, 01:47 PM) *
Are there any rules for flechette ammo for grenade launchers?

Fragmentation granades?
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Matsci
post Feb 6 2009, 06:53 PM
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QUOTE (AllTheNothing @ Feb 6 2009, 05:46 AM) *
Fragmentation granades?

I think he meens something like beehive ammunition, or canister shot. A 40mm shotgun shell, as it were.
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IceKatze
post Feb 6 2009, 07:10 PM
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hi hi

When I hear the words "flechette ammo for grenade launchers," I picture a bundle of 50 or so long, hollow metal cylinders filled with high explosives and tipped with impact triggers.
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InfinityzeN
post Feb 6 2009, 07:24 PM
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Actually, I've used the "buckshot" rounds for the 40mm M203 grenade launcher in real life. Just to give you an idea, you aim at a persons feet and the kick will make your shot hit them in the chest.
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BnF95
post Feb 7 2009, 01:25 AM
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QUOTE (Matsci @ Feb 7 2009, 02:53 AM) *
I think he meens something like beehive ammunition, or canister shot. A 40mm shotgun shell, as it were.
You got it in one, so far I've yet to find rules for this in any version of SR.

QUOTE (InfinityzeN @ Feb 7 2009, 03:24 AM) *
Actually, I've used the "buckshot" rounds for the 40mm M203 grenade launcher in real life. Just to give you an idea, you aim at a persons feet and the kick will make your shot hit them in the chest.
I've tried canister shot also, I agree that it tends to have a strong kick, but then again, it wasn't designed to be aimed, more of area effect weapon type of thing.
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Fix-it
post Feb 7 2009, 02:55 AM
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well seeing as modern mini grenade launchers are leaning towards somewhere in the 20mm range, and 12ga shotgun shells are about that size, and that adapters like THIS don't look terribly difficult to manufacture... I'd just use the existing shotgun rules and range chart.

it would beat the crap out of the barrel from a technical standpoint, but this IS SHAAADOWRUUUUN.

/kicks a man off a cliff.
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Rad
post Feb 7 2009, 07:44 AM
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QUOTE (Matsci @ Feb 5 2009, 04:07 PM) *
No, he ADDED an inertial arming system. He has to pull pin and Throw to arm grenade.


^
|

What he said. (My GM.) Also, the inertial trigger is hardwired--no wireless.

Christ, I don't even keep the wireless enabled on my fragging commlink when I can help it.
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kzt
post Feb 7 2009, 08:19 AM
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QUOTE (Rad @ Feb 7 2009, 12:44 AM) *
Christ, I don't even keep the wireless enabled on my fragging commlink when I can help it.

Damn subversives.... (IMG:style_emoticons/default/smile.gif)
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Rad
post Feb 7 2009, 01:37 PM
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Damn straight. (IMG:style_emoticons/default/cool.gif)
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AllTheNothing
post Feb 7 2009, 05:28 PM
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QUOTE (Rad @ Feb 7 2009, 08:44 AM) *
Christ, I don't even keep the wireless enabled on my fragging commlink when I can help it.

You are fragging right when you are on a 'run; but for everyday life I would suggest to use two comlinks, one "legit" comlink that you use for normal life (part of your disguise, made to be as unremarkable as possible), and another "real" comlink for buisness purpouses that runs silent (shamelessly stolen from Runner Companion).
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Kev
post Feb 7 2009, 08:38 PM
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QUOTE (AllTheNothing @ Feb 7 2009, 12:28 PM) *
You are fragging right when you are on a 'run; but for everyday life I would suggest to use two comlinks, one "legit" comlink that you use for normal life (part of your disguise, made to be as unremarkable as possible), and another "real" comlink for buisness purpouses that runs silent (shamelessly stolen from Runner Companion).


This is pretty much a mandatory requirement for technomancers. Nobody likes being the odd man out picking up AROs and stuff without any kind of commlink. Makes people (cops)... itchy.
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AllTheNothing
post Feb 8 2009, 11:35 AM
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QUOTE (Kev @ Feb 7 2009, 09:38 PM) *
This is pretty much a mandatory requirement for technomancers. Nobody likes being the odd man out picking up AROs and stuff without any kind of commlink. Makes people (cops)... itchy.

Two words: Test Subject.
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Sir_Psycho
post Feb 9 2009, 04:43 AM
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Has anyone used an advanced safety system with grenades, so that they won't detonate if there are friendlies in the radius? It wouldn't even need to be "wireless enabled", just allow it to detect RFIDs.

Also, why is everyone so afraid of wireless enabled grenades? If the wireless only turns on when you pull the pin, and the grenade runs in hidden mode, I don't see any hacker having a chance to locate the grenade and then hack in and edit the grenade before the characters next combat turn. Am I wrong?
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TheOOB
post Feb 9 2009, 08:59 AM
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A hacker in full VR could get 6 initiative passes by the time that grenade blew up.
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kzt
post Feb 9 2009, 05:43 PM
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Worse, only having the wireless active when the pin is pulled is dumb, as you can't program it without having a live grenade in your hand. So they all have the same factory default login and password....

It's just intensely stupid.
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Dashifen
post Feb 13 2009, 02:17 PM
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QUOTE (kzt @ Feb 9 2009, 11:43 AM) *
So they all have the same factory default login and password....


Login Name: Duck
Password: Cover
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InfinityzeN
post Feb 13 2009, 03:11 PM
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I just thought of something that I almost tried with the Sammy sam sam I build for the 800 point thread (an Agility 15 crazy man El'ves Special Forces Gunbunny/Sniper/Scout from hellz) and it has a direct relation to grenades.

Has anyone taken one of the grenade launchers (That Smartlinked, 20 round drum one from Arc would work great) and give it the 'Firing modification' so that it shoots burst or full auto? With E-Firing (using up all the Mod slots), a barrel mounted Gas-Vent 3, Shock Pad, Fore Grip and Sling you could get 7 points of recoil comp! Just think, you could give covering fire... with frag grenades!

Wonder how the damage would work for that. At first I was thinking just use the normal burst fire rules. However, they don't really work well for area effect explosives. Maybe you could use them burst/auto rules for damage, while increasing the Meters in 'Damage Reduction @ Meter" to the number of grenades fired for a wide burst and half the grenades fired for a narrow burst.

IE: You fire a long burst of "-7 DP @ Meter" grenades. If it was wide, it changes to "-7 DP @ 7 Meters" (or "-1 DP @ Meter") and gives the target a -5 on dodging. If it is narrow, it changes to "-7 DP @ 4 Meters" (I'd say "-2 DP @ Meter") and gives +5 DV.
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