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Message no. 1
From: Ian Smith <KildTheCat@***.COM>
Subject: Staging grenades
Date: Mon, 7 Aug 1995 00:33:19 -0400
I heard somewhere ( I do not remember where ) that successes in a throwing
skill test, when throwing a grenade, go BOTH to reducing scatter ( 1 success=
1meter less ) AND to staging the damage code of the grenade as per normal
firearms rules.
That is to say a sam gaining three successes with your standard, let's say,
10M grenade gets 3 meters closer to his target AND stages the damage of the
grenade to 10S.

I'd never heard this before, nor played it that way. . .
Could anyone enlighten me on whether or not this is rule or rumor, I am
currently without my SRII book. . .
Message no. 2
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Staging grenades
Date: Mon, 7 Aug 1995 15:41:55 +1000
Ian Smith writes:

> I heard somewhere ( I do not remember where ) that successes in a throwing
> skill test, when throwing a grenade, go BOTH to reducing scatter ( 1 success=
> 1meter less ) AND to staging the damage code of the grenade as per normal
> firearms rules.
> That is to say a sam gaining three successes with your standard, let's say,
> 10M grenade gets 3 meters closer to his target AND stages the damage of the
> grenade to 10S.

Yep, that is the official rule. Try page 97 SRII, where it says:

"If the attacker generates more successes, the Damage Level of the
blast increases one level for every two successes over the target's
success total."

Myself I just give grenades a base Damage Level of D and don't allow them to
be staged up.

--
Damion Milliken University of Wollongong E-mail: adm82@***.edu.au

(GEEK CODE 2.1) GE -d+@ H s++:-- !g p0 !au a19 w+ v(?) C++ US++>+++ P+ L !3
E? N K- W M@ !V po@ Y+ t+ 5 !j R+(++) G(+)('''') !tv(--@)
b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+
Message no. 3
From: Gurth <gurth@******.NL>
Subject: Re: Staging grenades
Date: Mon, 7 Aug 1995 11:46:53 +0200
>I heard somewhere ( I do not remember where ) that successes in a throwing
>skill test, when throwing a grenade, go BOTH to reducing scatter ( 1 success=
>1meter less ) AND to staging the damage code of the grenade as per normal
>firearms rules.
>That is to say a sam gaining three successes with your standard, let's say,
>10M grenade gets 3 meters closer to his target AND stages the damage of the
>grenade to 10S.

I'd never played it that way either, until somebody on this list pointed it
out a few months ago. Though I would say successes first go to reducing
scatter, and any left over stage up the damage.
Throw a 10S grenade with 4 sucesses, but only 2 meters of scatter, and it
ends up at the point you aimed at (using 2 successes), and then goes up to
10D (because of the other 2).


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Wicked mental dope
GC3.0: GAT/! dpu s:- !a>? C+(++) U P L E? W(++) N K- w+ O V? PS+ PE Y PGP-
t(+) 5 X R+++>$ tv+(++) b+@ DI? D+ G++ e h! !r(--) y? Unofficial Shadowrun
Guru :)
Message no. 4
From: P Ward <P.Ward@**.CF.AC.UK>
Subject: Re: Staging grenades
Date: Mon, 7 Aug 1995 11:59:30 BST
> I'd never played it that way either, until somebody on this list pointed it
> out a few months ago. Though I would say successes first go to reducing
> scatter, and any left over stage up the damage.
> Throw a 10S grenade with 4 sucesses, but only 2 meters of scatter, and it
> ends up at the point you aimed at (using 2 successes), and then goes up to
> 10D (because of the other 2).

OK, one problem with staging up after you've reduced the scatter...
assuming you're aiming for one point, ie. one person, surely the staging
up should only count for that one person.. that means that a grenade can
only kill the person you aimed it at, and then only if you hit them directly!

Not good, staging up as well as reducing scatter is too lethal as it stands
though...

I like to use staging up at the same time as reducing scatter, but in
a slightly different manner;
if you aim directly at a person, then the target number for that
person is as standard, and you stage and recude at the same time.

for anyone else within the burst radius, use the same roll, but
count the successes for them using the same TNo, +2 2nd Target
penalty, and plus any TNo penalties for cover, etc based on
the point where the grenade lands.

You can now aim for apoint behind a wall, ignore the cover from
the wall, and still have a good shot at killing the guy behind it
(at +2 tno).

Phil (Renegade)
PS. Don't forget overpressure :-) people laughed at grenades to start with,
until the Sarge was blown out the 20th florr window of an APt block and
into another characters westwind :-)
Message no. 5
From: Andre' Selmer <031SEA@******.WITS.AC.ZA>
Subject: Re: Staging grenades
Date: Mon, 7 Aug 1995 13:17:05 +0200
:->
:->
:->Not good, staging up as well as reducing scatter is too lethal as it stands
:->though...

ink that I have commented on this before so bare with me. The
way that our group does it was a standard grenade moved from 10S
damage to 10D. The successes reduced first scatter. Any extra where
ignored. If the person tried to air burst it the T# was +2 (I think)
and those successes reduced the victems T# to reist.

We also changed the radius slightly taking a stanard 10D grenade
The number of blocks that the grenade does is reduced by the distance
from the point of explosion ie Joe 'I-am-about-to-be-shredded' Bloggs
is standing 3 meters away from the grenade when it goes off. He
resists vs T#7, 7 blocks of damage each 2 successes reduce 1 block of
damage..



Andre'
<031SEA@******.WITS.AC.ZA>

Its time for a new sig, when I think of one I'll append it.
-Andre'

Boom Boom Shake the Room !
-Phoenix, Pyromanical Hermetic Mage of Seattle 2053

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