QUOTE (Spike @ Apr 7 2008, 01:01 PM)

But now you are assuming that assault rifles are appropriate to every shadowrun job, much less every military operation, or that the militiaries want to pay for every joe schmuck to carry a launcher all the time, when they can just hand out grenades as needed and let him toss them... much cheaper.
Well, when there's no statistical difference between an assault rifle and a submachine gun besides the SMG having reduced range, lethality and penetration, why would you take it? For a shadowrunner it's a bit different, you can conceal an SMG, but for anyone who can afford the luxury of an overt operation, there's just no reason to bother according to the shadowrun rules.
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As for teh relative powers, while that is both interesting and believable, in reality (and we can project this through the setting), getting hit by a grenade is pretty lethal, regardless of size. You hit a point of diminishing returns for killy factor after a point. Clearing a room is no less effective just because you used a 40mm grenade over a hand grenade.
When you're dealing with humans, yes, getting hit with a 40mm grenade is gonna be just as lethal as getting hit with an m67, but what about situations that aren't dealing with the frail human anatomy? By your line of reasoning, an HMG should do just as much damage as a 12 gauge, afterall, both kill humans just fine, so why differentiate based on the fact that .50 bmg has something to the tune of 11,000 more foot-pounds of muzzle energy. The reason to differentiate is simple: because they're different.
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You point, actually, would be that cheaper, less effective explosives can be used in hand grenades, or the hand grenades themselves can be made smaller and thus more portable, keeping them in line with the launched grenades.
Launched grenades and hand grenades are very different animals with very different roles.
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You keep harping on the magical six shot integral launchers: It is irrelevant and caused by foolish game writers almost 20 years ago not having a firm grip on engineering principles, or for that matter hands on expirence with real grenades and launchers of same. Even if we ignore the often non-sensical technology of the Shadowrun universe: Launchable Grenades have not, in the last 40 years or so they've been in use, replaced the old fashioned hand grenade, I don't see how pushing forward another 60 will alter that without a much more radical technology push than simply having multishot launchers.
In Shadowrun, a grenade launcher is pretty well always better to carry than a hand grenade, especially considering launched grenades have all the functions of normal hand grenades.
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For all the reasons others, and myself, have already covered.
Most of which can be summed up in a single word.
Versatility.
The fragmentation grenade in Shadowrun has at most a casualty radius of 11 meters, that's the point where it's down to it's last box of damage. The m67 has a casualty radius of 15 meters and a kill radius of 5 with fragments going as far as 230 meters, that's a fairly significant drop in lethality.