This thread is based on the off-shoot discussion about grenades in the following thread:
http://forums.dumpshock.com/index.php?showtopic=39482
Let's face it: Grenades do ridiculous damage in enclosed spaces thanks to the Chunky Salsa rule. However the rule's effects are often so over the top, I'd call it a "bug" that has grown into a feature... and it's especially buggy, because frag grenades actually work better than HE (high explosive) ones, when it should be the other way around.
So here are some new rules that try to model grenade mechanics more true to life *without* getting bogged down. I've set out to match my model to the rough figures given in Gary's U.S. Infantry Weapons Reference Guide:
http://www.inetres.com/gp/military/infantr...enade/hand.html
Starting figures:
*Casualty radius for frag grenades is about 15 meters, kill radius is 5 meters.
*Casualty radius for offensive grenades is about 2 meters, no kill radius is given.
*I'd consider 4-6 Dmg. casualty damage, 10 damage lethal damage.
Frag Grenades:
*Frag grenades have DV falloff of -1/m (unchanged), starting DV 18P(f) (unchanged)
*Frag grenades don't use the new chunky salsa rules
Alternative rule: treat frag grenades, as a 6P HE grenade and a 18P(f) frag grenade with victims suffering whichever damages them more but not both.
HE Grenades:
*HE grenades have DV falloff of -3/m (changed from -2/m), starting DV 16P (unchanged)
*HE blast ignores all non-sealed armor.
*Vehicles with intact passenger compartment are considered sealed.
New chunky salsa rules:
*Falloff reduced to -2/m, DV +15% (+2 DV for std. HE grenade) if >50% of the blast is contained by solid obstacles within 3m. (E.g. solid floor and roof, explosion next to one solid wall but no roof)
*Falloff reduced to -1/m, DV +30% (+5 DV for std. HE grenade) if >75% of the blast is contained by solid obstacles within 3m. (E.g. solid floor, roof and a single wall, in a corner, inside a tunnel)
*Falloff reduced to -1/m, DV +60% (+10 DV for std. HE grenade) if ~100% of the blast is contained by solid obstacles within 3m. (E.g. inside a small air-tight panic-room).
*Only obstacles that significantly thwart the movement of gases can impede the blast wave. (E.g. Runner inside a thick fridge with the door closed.)
*Otherwise the blast ignores even solid objects in its path and may strike targets behind cover. (E.g. Runner hiding in a cast iron bathtub *without* water in it).