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.