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WearzManySkins
Ok under the description

"uses the distance to the target as determined by the RANGEFINDER and programs then minigrenade/rocket to explode after it has travelled the target distance."

Ok the only place that describes any RANGEFINDER is in the smartgun link..ip so facto this accessory will only work on smartgun linked weapons.

Grenade Launchers with Smartgun Links

Ares Alpha
HK XM30
Ares Antioch -2

But the Armtech MGL-12 does not come with a smartgun link???

As for grenades it says that they can come with a built in timer, a motion sensor set to detonate on impact, or a wireless link set to detonate on remote command.

Minigrenades detonate on impact(unless Air Burst linked), but those can only be fired thru a grenade launcher.

But under grenade rules it talks about grenades exploding on the next IP of the throwing/launching character.

But what happens if fire a grenade launcher minigrenade at enemy, hit him with the minigrenade, does that mean the explosion still does not go off until the next IP. But says minigrenades go boom on impact.

To me it seems the delay in explosion occurs only with timed grenades, contact and wireless linked ones can go boom on impact the IP they were thrown/launched.

Also to me one can rigg flash pak grenades to go off when activated, the smoke ones could be also, just make sure you do not hold it in your hand, smoke grenades generate lots of heat.

The idea of wireless grenades opens up several interesting possibilities. biggrin.gif

"What do you mean, someone hi jacked the grenades your are carrying and is now asking for nyen.!!!!! How many grenades are you carrying???"

That would give a TM some interesting things to do in combat. biggrin.gif
odinson
IIRC it states somewhere that airburst linked grenades go off on the same IP as when they are fired. Otherwise they go off on the next IP.
Mistwalker
Grenade launchers that have the airburst optional addition have their grenades go off in the same IP that they are fired in.
Otherwise, grenades go off in the next IP.

As for using wireless hacking to high jack grenades, well, I use the common sense approach to that. All grenade manufacturies have the wireless function set at off when it leaves their shielded factory, are transported with the wireless off, and only have their wireless turned on when the final end user switches them on.
So, there is only a very small chance of ever being able to hack grenades.
kzt
QUOTE (Mistwalker)
All grenade manufacturies have the wireless function set at off when it leaves their shielded factory, are transported with the wireless off, and only have their wireless turned on when the final end user switches them on.

A minor edit: when a final end user who is as dumb as a rock switches them on.
Shadow
Grenades fired from grenade launchers go off on impact (if you are using an airburst link, if you are not you are an idiot). Even if you are firing at a person, you are still targeting an area.Trowing grenades, or a non airburst link launcher will cause them to be thrown back at you every single time you throw them. You can however set them to go off immediatly with a armorer+logic extended test.
psychophipps
I figure that the airburst link would simply allow you to program airburst grenades before they're fired in the first place. The actual timing process is based upon using a laser or other rangefinder to find the range to the target and then to program the grenade to detonate after X meters which is programmed in relation to the range just added to the computer by the rangefinder.

Example: Samurai Sam is in a heap of trouble. He just got pinned down behind a hallway blast door by a couple of corp-sec guards around the next corner and needs to take them out before they can tell the security center to lower his hardened cover for an easy shot. Poking just the smartlink of his trusty rifle/grenade launcher combo over the top edge of the blast door, he lases the range to their corner cover and hardline programs the airburst grenades to blow up one meter behind the range to the corner to negate their cover. Taking a couple of deep breaths, he pops up as one reloads and squeezes off his shot...

To make the grenades detonate over a wireless network doesn't make much, if any, sense. First, there is way too much ECM/ECCM flying around on your Shadowrun-era battlefield, even the urban one in-game, to make them work reliably. If it doesn't work reliably, it doesn't get funding. No funding and it never gets into the greedy mitts of your friendly neighborhood Shadowrunners. Finally, why give up payload for a wi-fi receiver that will just get jammed anyway when you can just use a simple timer chip for the "Ka-Boom!" at the right moment? It works today so it'll still work just dandy in 2070.

Mark(psycho)Phipps( HAHAHA! )
WearzManySkins
On minigrenades they go boom on contact with or with out air burst link.

For one of my characters most of the lobbed grenades go off on contact, ie flash paks, smoke, thermal smoke etc. Why since he such a non fast acting character, he would rather "muddy the waters" so it is harder for the Fast Thug Bunnies to hit and or see him. smile.gif

As for wireless enabled grenades, well you plant a few around the area, then command detonate them as needed. ECCM programs help reduce the effects of a "noisy" environment. If you chose a location in relatively uninhabited area you can place such where you believe the bad guys will hunker down behind walls, building corners, and roof tops.

::Two furtive figures run and drop by a corner of building, the troll of the two looks at the corner and says to his dwarf partner::

"Ren why do the bricks in the wall in front of us say Front Towards Enemy and there is alot of them"
"Stimpy Hug the wall quickly while I adjust the straps on your pack on your back, you did wear that good armor yes?"

Remember that grenades launched even with air timed option can go off early if they hit something before to the destination, nets, not seen barriers and the like.
psychophipps
QUOTE (WearzManySkins)
Remember that grenades launched even with air timed option can go off early if they hit something before to the destination, nets, not seen barriers and the like.

Don't forget that modern grenade launcher rounds, since the Vietnam War, also have a safety feature in the form of a 'minimum range' timing device(I think the US has theirs set to five meters). This will keep mages from just planting some sort of shield and/or wall-type spell in front of the muzzle of any grenade launchers they see for lethal effect to the firers.

Mark(psycho)Phipps( HAHAHA! )
WearzManySkins
QUOTE (psychophipps @ May 15 2007, 12:58 AM)
QUOTE (WearzManySkins @ May 14 2007, 10:23 PM)
Remember that grenades launched even with air timed option can go off early if they hit something before to the destination, nets, not seen barriers and the like.

Don't forget that modern grenade launcher rounds, since the Vietnam War, also have a safety feature in the form of a 'minimum range' timing device(I think the US has theirs set to five meters). This will keep mages from just planting some sort of shield and/or wall-type spell in front of the muzzle of any grenade launchers they see for lethal effect to the firers.

Mark(psycho)Phipps( HAHAHA! )

Actually on current US made grenade the distance is "timed" by the number of rotations the grenade makes at it travels to a target. I have fired the M-79 many times, interesting weapon, at first time firing one, you think of the recoil a shotgun makes, the look of surprise when you do fire it. "Blup"

So if the barrier is 4 meters away, it hits the barrier then rolls back towards where it came from. Rolling=rotations. biggrin.gif
psychophipps
QUOTE (WearzManySkins)
Actually on current US made grenade the distance is "timed" by the number of rotations the grenade makes at it travels to a target. I have fired the M-79 many times, interesting weapon, at first time firing one, you think of the recoil a shotgun makes, the look of surprise when you do fire it. "Blup"

So if the barrier is 4 meters away,  it hits the barrier then rolls back towards where it came from. Rolling=rotations. biggrin.gif

True enough, but the rolling back towards you (and the round is neither a perfect sphere or cylinder so there is very little chance of it rolling straight back or particularly far) isn't happening at 3-6000rpm like the spin imparted by rifling, either. I can wait for it to randomly roll back 50+ meters before I really have an issue with it blowing up after smacking a barrier before the safety range. smile.gif
The 40mm-style grenades are also falling out of favor for more rifle-like length:width ratios for better ballistics (kill at longer ranges and more accurately), lighter ammunition (more rounds per man) and removing the fact that with many 40mm grenades up to 50% of the projectile is fusing, reducing their effectiveness. Hell, the new 25mm GL and .50 BMG Ma-Deuce replacement weights in at 42 lbs unloaded M312 with dramatically increased per-man lethality. Now step this type of tech up another 65 years and you get a real mansprayer in the mitts of a street sammie who 'knows a guy'.

Mark(psycho)Phipps( HAHAHA! )
Sterling
My question is, what's the DV of a dumbfired grenade? You know, within the minimum range to go off? That's one of those things they never mention, but you know some player will invariably decide that at exactly 5 meters away from a secguard with a grenade launcher, the correct thing to do is take one step forward.
mfb
i've seen one go through an inch and a half of plywood.
odinson
I'm thinking of all the home videos of potato guns going off.
Shadow
The rules say the minimum range is five meters for a grenade launcher. Again, an armorer + Logic can fix this.
psychophipps
QUOTE (Shadow)
The rules say the minimum range is five meters for a grenade launcher. Again, an armorer + Logic can fix this.

The problem with this is that this minimum range is determined by the grenade, not the launcher. You'd have to crack open each grenade in turn and then replace the chip(s) inside. Hope your ops team has a lot of spare time for an effect with negligible, if any, tactical application.

Mark(psycho)Phipps( HAHAHA! )
psychophipps
QUOTE (Sterling)
My question is, what's the DV of a dumbfired grenade? You know, within the minimum range to go off? That's one of those things they never mention, but you know some player will invariably decide that at exactly 5 meters away from a secguard with a grenade launcher, the correct thing to do is take one step forward.

That's fine. I'd put the damage at about 4 or 5P to be resisted by Impact. It doesn't penetrate as well as a light pistol ball round due to the plastic construction and increased diameter but it has a charge about as powerful as a shotgun behind it.
That'll keep the buggers honest as you bat your baby blues at them and say in your most sincere voice (well, the best you can manage as they gawk at you like idiots), "Well, at least it didn't blow up, right?"

Mark(psycho)Phipps( HAHAHA! )
Sterling
Oh no, after they resist the damage and try to pull it out, THEN it will explode.

Hmm.. after playing Halo enough times, what's to stop security forces from launching grenades with remote detonation capability and coated (well, on the tip of the grenade, anyway, the fully coated epoxy grenade trials didn't work out as planned) in a very strong epoxy? Talk about a good reason to surrender. I think they had a similar weapon system in Appleseed, miniature magnetic mines.

I asked because I recalled the scene in Akira where the riot cop fired a tear gas grenade point blank into a rioter. It definitely knocked the rioter on his ass.

Crakkerjakk
IIRC the number of rotations before a 40mm grenade arms for US forces is 30. I knew a instructor at my combat training who claimed to have fired the Mk-19(fully automatic grenade launcher) at the deck, bouncing grenades off the ground and having them detonate after they completed that 30th revolution. He may have been lying, or just plain suicidal/stupid. Either way. With the grenade launcher grenades(not the hand held ones, which have a smaller detonation radius) being 5 meters away will kill anyone firing the weapon, assuming they're not surrounded by 2 feet of sandbags. The 40mm grenades arm after about 18-30 meters(30 revolutions), which is the edge of the maim radius. Regardless, a 40mm round to the head before arming probably won't penetrate, but it would likely crush the skull unless it hit a helmet, and even then the mass might break the person's neck. To the chest it would definitely knock you on your ass, probably crushing ribs, etc. Body armor might reduce it to just bruising, but this is all just guestimation. Anyways, max range you can actually hit something with the Mk-19 is about a klick and a half, and it'll penetrate 2 inches of armor. Muzzle velocity is 240 m/s. Hope that helps.

All info shamelessly stolen from my training and
http://www.fas.org/man/dod-101/sys/land/mk19.htm

Also, what prevents them from applying epoxy to the round is the vastly increased chance of it causing the gun to jam. Technology advances,but some things are just bad ideas. Making a gun that fires a round that kills everything in a five meter radius more complicated than necessary is always a bad idea. You want to threaten people, you point guns at them. You don't shoot them THEN threaten them. And if you really want them to surrender, thats what fire hoses/gas/pain inducers/tazers are for.
MaxHunter
QUOTE
  making a gun that fires a round that kills everything in a five meter radius more complicated than necessary is always a bad idea


QFT

ABSOLUTELY agree with crakkerjakk's post
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