Grenades, was PA Strength was: FMAS at GZG ECC IV

1 posts ยท Mar 13 2001

From: Los <los@c...>

Date: Tue, 13 Mar 2001 08:11:06 -0500

Subject: Grenades, was PA Strength was: FMAS at GZG ECC IV

BTW I have some thoughts on grenades in FMA based on our scenarion the other
night and what I thought went right and wrong. I know there's an FMA playtest
list but I'm not on it so I figured I'd post it here. Most of this applies to
indoor action:

Grenades: Hand grenades require an action to prepare for non PA troops. Sure
it's one thing to pull and throw but there's INTENT that has to be modelled
here also.

Indoors: Drop within room, one range band. To throw through a door that you
are not physically behind add one range band (per door or opening). Getting a
grenade through a door while keyed up in combat is not easy for anyone. The
main concern is to get rid of the grenade so it doesn't blow you up, let alone
screw up the other guy. This is why grenades or almost always tossed from one
side of the door into the other not thrown across rooms as if you were out
doors playing baseball. Grenades are not somthing you take lightly and just
toss as if you are tossing away a gum wrapper. And combat armor at least as
it's modelled on our little GZG troops still shows faces, necks, arms exposed
and whatnot it's not like a PA trooper where if you drop a frag you can ride
it out in relative comfort.

Breaching charges (should be tracked seperately). Two kinds: Launched from GL.
Placed: (requires an action to place and one to detonate.) Grenades will not
breach normal walls if not tamped. The amount of explosive required to make a
breach large enough for a PA to go through would preclude using a normal
grenade for the task. Breaching charges work and cut a certain way. The
equivallent amount of regular or non directed explosive would easily blown up
or stum the firer if it was in normal grenade form. Also there's no reason to
assume that building materials epsecially in the kinds of facilities most
indoors FMA matches will occur, space ships, bases scientific facilities, will
be made out of sheetrock and wall paper.

Exploding grenades in room automaticaly cause a suppression to non PA troops.
Grenades cause smoke for one turn. (though I suppose an argument could be made
for smokeless frags.)

Smoke grenades. Will create smoke that will fill up room for duration of game
unless there is strong ventilation system. And smoke won't just fill up the
length of the cotton ball wad. The entire room should be smoked at least by
the second turn of it's activation.

Smoke greandes obscure all vision spectrums (inc thermals) though PA can
observe at +2 range bands, using motion detector or suit radar. that
could be monkeyted with depending on PA sophistication.

Anti-PA grenades (these are HEAT not HEDP, but known as HEPA) Can be
fired
or placed (+1 range band). Does no damage to anyone else other than PA
trooper. This is a shaped microcharge. Think of the fight between the non PA
guy and the PA guy we had, a more likely charge would have been a small pull
off the belt and slap on the PA. It goes off and only does internal damage to
the PA.

The only thing that will help with a grenade inside would be if you are IN
POSITION. I.e prone or hiding behind something in the room.

Rifle grenades have a minimum safe arming distance of 10 meters. They will
still do damage of blunt trauma if they hit someone within that range. This
does not apply to HEPA.

Anyway just some ideas.