From: | Adam Getchell <acgetchell@*******.EDU> |
---|---|
Subject: | Re: [SR3] Grenades |
Date: | Mon, 17 Aug 1998 13:52:13 -0700 |
>> Here's a reccomendation to anyone GMing a "I'm the baddest"
Mage:
> Narrow hallway and one grenade (GM's choice of type). I don't
>care what barrier they have up, it's not going to take the 20+ power level
>that grenade will put out, and grenades are a lot cheaper than mages.
When bad guy tosses grenade, street samurai goes over, picks it up, throws
it back. Page 118, SR3 "All grenades go off in the next Combat Phase of the
character making the grenade attack. If the character has no more Combat
Phases in that Combat Turn, the grenade will detonate at the end of the
next Initiative Pass. If the grenade is launched in the last Initiative
Pass of a Combat Turn, the grenade will detonate at the end of that Combat
Turn."
Heck, the magician might be able to do it.
This actually parallels a WWII story where a bunch of marines in an assault
boat were repeatedly attacked by thrown grenades. Fortunately, one of them
happened to be a major league pitcher, who threw the grenades back with
unerring accuracy, until the last grenade blew his arm off [the enemy
learned their lesson and waited before throwing].
>Fixer --------------} The easy I do before breakfast,
--Adam
acgetchell@*******.edu
"Invincibility is in oneself, vulnerability in the opponent." --Sun Tzu