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> Cooking off grenades, Anyone have rules for this?
Diesel
post Dec 29 2003, 07:49 AM
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In the standard rules, non-impact/air-timed grenades explode in the next combat phase. This could mean a bunch of people act before the thing explodes. Does anyone have rules to decrease the time it sits there idle, by means of "cooking off" the grenade?
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Fortune
post Dec 29 2003, 07:55 AM
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Cooking it off would entail sitting and holding the grenade for a certain amount of time. Possibly if someone were to give up a turn between arming the grenade and actually deploying it, then it would go off almost instantly.
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Diesel
post Dec 29 2003, 07:59 AM
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Maybe a delayed action of sorts?

Simple to arm, delaaaay, simple to fling?

And if they get hit between those two... :vegm:
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Fortune
post Dec 29 2003, 08:18 AM
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An ordinary grenade has a fuse delay of between approximately 3 and 10 seconds. If you want the grenade to explode almost immediately, you either have to hold it for a while, or make the fuse shorter.
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Arethusa
post Dec 29 2003, 08:43 AM
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If I recall, SR grenades had end user definable electronic timers? Anyway, doesn't really require rules, assuming you don't follow the canon rules that make grenades explode on the user's next action.
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Zazen
post Dec 29 2003, 09:47 AM
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I actually have rules to simulate less-than-perfect timing because I got sick of people cooking grenades until the exact phase on which they go off with seemingly godlike timing abilities.

The character can delay his action and attempt throw it during whichever phase he likes. I roll a "timing scatter" of 1d6/2, rounded down, and another die to randomly determine positive or negative. The result modifies the phase on which the character actually throws the grenade. Successes on a Quickness (4) test reduce this "scatter" by one per success. Retinal clocks, timing-related edges, etc. provide TN bonuses on this test.


This has resulted in people being a little more conservative with their cooking by chucking it a couple phases early just in case.
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Diesel
post Dec 29 2003, 10:07 AM
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Mmm, AA.

People try to airburst, end up handfragging.
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Tiralee
post Dec 29 2003, 12:51 PM
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Mmmmm, handfrag....

Thank the gods for the grenade launcher with the Ares Alpha.


L;
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Siege
post Dec 29 2003, 02:35 PM
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The airburst grenades do the trick, however:

A nasty player with Demolitions and Electronics B/R could wire the SR grenade to a coded detonator so he could actually detonate the things when he wants them to fire off.

I say this only because SR grenades are noted as having electronic timers and motion sensor capabilities -- if I remember the BBB description correctly.

For that matter, small pieces of C-4 or even C-12 with a detonator...

-Siege
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Austere Emancipa...
post Dec 29 2003, 02:45 PM
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Or a fleet of MCT-N Roto-drone's, each with 149.9kg of C-12 and a detonator...

My group only uses Eireann-Tir Prospero's (or something with similar stats), though, each with 9.9kg of C-12 and a detonator assembly.
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Siege
post Dec 29 2003, 05:55 PM
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Hell, take a frisbee and line the inside with c-12 and bb pellets. :grinbig:

-Siege
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Backgammon
post Dec 29 2003, 06:04 PM
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You can set grenades to explode on impact, p.282 SR3. We play that by default, grenades are set on normal 3 second detonation, and to change them to anything else is a Simple action.
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BitBasher
post Dec 29 2003, 06:29 PM
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backgammon.. then grenades dont go off until the same phase next initiative roll?? Since combat rounds are 3 seconds long...
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Austere Emancipa...
post Dec 29 2003, 06:39 PM
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I've standardized handgrenade fuzes to 3 seconds, too. I just don't see 1 second handgrenades becoming the world wide standard any time soon... You wouldn't even be able to throw them very far, because they'd explode in mid-air. Flashbangs are different, they are 2 seconds in my games.

If the players want to, they can cook them. No character has ever tried cooking them to less than 1 second yet. If they did, I'd be sure to do some kind of (rather difficult) check for whether they just blew their arm off.
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Backgammon
post Dec 29 2003, 10:34 PM
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Well, in theory yes, you should wait until a full combat turn went by, but I can't remember the last time we used grenades. Not really an issue for us. I was just pointing out that you can set grenades to go off on impact.
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Phaeton
post Dec 30 2003, 04:10 AM
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QUOTE (Arethusa)
If I recall, SR grenades had end user definable electronic timers? Anyway, doesn't really require rules, assuming you don't follow the canon rules that make grenades explode on the user's next action.

YOU ARE CORRECT, SIR.
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mfb
post Dec 30 2003, 04:25 AM
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it's my personal opinion that anything which may or may not blow up in your hand really should have rules of some sort.
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Arethusa
post Dec 30 2003, 04:39 AM
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I'm not saying there shouldn't be rules; I'm saying that it's unnecessary to write a new set of rules to govern something that should essentially be emergent and straightforward: the grenade goes off after a certain amount of time; SR grenades have ostensibly progressed to the point where the fuses do not vary significantly on the battlefield, and thus cooking is a more reliable and potent tactic; just hold onto the damn thing and toss it when you like. There's no need to add even more cumbersome rules to Shadowrun's already glacial combat pace.
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Phaeton
post Dec 30 2003, 04:54 AM
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Oi...

QUOTE (Sr3 3rd Edition manual @ p. 282)
They may be set to explode on impact, or at any time from 2 seconds to 2 minutes.


That work?
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Diesel
post Dec 30 2003, 07:32 AM
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Now I here I was thinking they were the standard 3-5. Oh well.
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Arethusa
post Dec 30 2003, 07:47 AM
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A friend of mine raised a valid point, incidentally: with combat centering around cyber and the speed of the average fighter increasing substantially in the next 60 years, it's not entirely out of the question to expect 2 second fuses as standard on grenades, and while I personally would only expect these to show up with special ops and HTR types, it is worth considering. For the average infantryman, however, 3-5 is likely not going to change.
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Fresno Bob
post Dec 30 2003, 08:23 AM
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Unless they just use impact. I'd rather use impact than timed grenades.
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Austere Emancipa...
post Dec 30 2003, 08:25 AM
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In many cases, yes. But they damn well better have some way of determining how far they've flown, or the mage with the Physical Barrier is going to have a good laugh.
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Fresno Bob
post Dec 30 2003, 08:28 AM
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Yes, well the same thing would happen with timer grenades. It would bounce off, land at your feet, and go off.
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Austere Emancipa...
post Dec 30 2003, 08:35 AM
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But at 2 seconds, you still have a good chance of hiding. If it immediately goes off 1-3 meters in front of you, your depth in the faeces is significantly greater.
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