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Fighting Holes & Grenade Slump Question

Posted: Fri Apr 06, 2007 11:46 am
by GreenGhost
If you have a character in a fighting hole and a hand grenade were to be thrown into the hole what would your penalties be (if any) when the character attempts to kick it into the grenade slump.

I think the penalties should reflect the shape or type of grenade.

Also if the character was successful in kicking the grenade in the slump would you completely negate any damage to the character or would you reduce the damage? Personally I'd reduce the damage to a quarter or half depending if the character was successful (and how successful) in their Military Fortification skill.

Posted: Sun Apr 08, 2007 7:41 pm
by Jefffar
Yeah,s ome sort of reflex or parry or initiative roll to do it in time, and then a strike roll to put it in the sump.

The grenade being in the sump allows the character to amek a roll with explosion roll. If succesful the character takes no damage, if a failure, half damage. On a natural 1 the character looks down the sump after the grenade and takes full damage.

Posted: Mon Apr 09, 2007 1:09 am
by Rockwolf66
Jefffar wrote:The grenade being in the sump allows the character to make a roll with explosion roll. If succesful the character takes no damage, if a failure, half damage. On a natural 1 the character looks down the sump after the grenade and takes full damage.


Lets not forget the effects of overhead cover. if the Dogface has placed logs and sandbags over the foxhole to protect against mortars they are taking damage. The reson is that a "roof" on a foxhole traps the blast overpressure. it's the same reason why Navy SEALs cleared out enclosed spaces with Mark 3A2 concussion grenades.

There is an incident that happened many years ago that illustrates this principle. A British military unit was playing war games and two men were killed when a grenade simulator went off inside the bunker they were hold up in. The reason they were killed was that the blast door in the back of the small bunker was clossed and trapped the blast.

Posted: Mon Apr 09, 2007 3:51 pm
by GreenGhost
Using your foot to get a hand grenade into a slump is a lot better an idea than taking the time to bend down and fishing for it with your hands. Time you more than likely don't have.

Posted: Tue Apr 10, 2007 11:38 am
by GreenGhost
Lucky wrote:It takes 2-3 seconds for the grenade to land.

1 second for the character to realize there is a grenade at his feet.

Bottom line----

1 second to do something about it. If the character doesn't get a perfect (or damn near) roll, he can kiss his ass goodbye.


And you'll only have a second to kiss your ass goodbye- so you should get to it quickly :P

Posted: Fri Sep 21, 2007 5:26 pm
by GreenGhost
Maybe a simple Called Shot with a minor penalty of a -3 or so would be the best way to play this out. You wouldn't want a large hole to kick the grenade into. Sure- it would reduce the penalty, but there wouldn't be the confined space to contain the blast.