Consumables: Grenades

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Consumables: Grenades

Postby mindwanders » Wed Aug 28, 2013 9:19 pm

Grenades
Grenades require a suitable larp safe physical representation. Grenades should be called as they are thrown and take effect when they come to rest – explosives in motion may be caught and thrown back (the call should be made again on the second throw). Grenade Calls may not modified by abilities or equipment.

Each supply of grenades provides a certain number per combat. If you use even a single grenade of that type during a combat then you are considered to have exhausted a complete set, even if you have uses left over.

Grenades can be manufactured in a Heavy Munitions Manufactorum
Was:
Grenades require a suitable larp safe physical representation. Grenades should be called as they are thrown and are assumed to detonate where they come to rest – explosives in motion may be caught and thrown back. Each supply of grenades provides a certain number per combat. If you use even a single grenade of that type during a combat then you are considered to have exhausted a complete set, even if you have uses left over.
Grenades can be manufactured in a Heavy Munitions Manufactorum


Frag (1 WU)
Mass Single as many times per combat as you have phys-reps for. Requires a Support Weapons skill of 1+.
Scare (2 WU)
Mass Fear once per combat. Requires a Support Weapons skill of 1+.
Toxin (8 WU)
Mass Single Shield Breaker Toxic once per combat. Requires a Support Weapons skill of 3+.
Plasma (5 WU)
Mass Triple three times per combat. Requires a Support Weapons skill of 3+.
Stumm (4 WU)
Mass Double Subdue three times per combat. Requires a Support Weapons skill of 2+.
Blind (10 WU)
Mass Vanish Unseen for 30 seconds once per combat. Requires a Support Weapons skill of 4+.
Was:
Banner Mass Vanish Unseen


Rifle Grenades
You may only use one rifle grenade per weapon per combat. Rifle Grenade Calls may not modified by abilities or equipment. Rifle grenades may be manufactured in a Heavy Munitions Manufactorum.
Was:
You may only use one rifle grenade per weapon combat and can only be fired from a rifle sized weapon. Rifle Grenade Calls may not modified by abilities or equipment. Rifle grenades may be manufactured in a Heavy Munitions Manufactorum.


Underslung Grenade Launcher (25 WU)
Allows you to use rifle grenades from a rifle weapon. This is a weapon upgrade not a consumable. This requires a phys rep that fires something bigger than a dart attached to your rifle.

Scare (1 WU)
Ranged Fear. Requires a Support Weapons skill of 1+. Single Use.
Was:
Ranged Single Fear. Requires a Support Weapons skill of 1+. Single Use.
Frag (2 WU)
Ranged Double Knockdown Requires a Support Weapons skill of 2+. Single Use.
Toxin (4 WU)
Ranged Single Shield Breaker Toxic Requires a Support Weapons skill of 2+. Single Use.
Plasma (3 WU)
Ranged Triple Through Requires a Support Weapons skill of 3+. Single Use.
Crack (6 WU)
Ranged Quad Through Disable {Limb} Requires a Support Weapons skill of 4+. Single Use.
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Re: Consumables: Grenades

Postby Artemis » Thu Aug 29, 2013 12:07 am

What will the demo charges I (and other members of the playerbase) have do under the updated system.
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Re: Consumables: Grenades

Postby mindwanders » Thu Aug 29, 2013 7:50 am

We're still working on that. At the moment I picture them being linked more to the demolitions skill than the consumables system.
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Re: Consumables: Grenades

Postby Lifestealer » Thu Aug 29, 2013 10:12 am

Is that also applying for other types of placed explosive?
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Re: Consumables: Grenades

Postby mindwanders » Thu Aug 29, 2013 11:21 am

Yes. Although it's still early stages for those rules at the moment. So I don't want to set any expectations.
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Re: Consumables: Grenades

Postby mindwanders » Tue Oct 01, 2013 8:29 pm

References to the Demolitions skill have been changed to Support Weapons.

I've reworked the intro text for clarity. I've added a note that you cannot add extra calls to grenades.

Frag Grenades now also require a Support Weapons Skill of 1+

I've reworded the Rifle Grenades intro and mentioned the phys rep requirement for the launcher.

Scare rifle grenades now no longer cause damage (fear isn't an attack, so should not be linked to damage calls).
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Re: Consumables: Grenades

Postby Ghost » Sun Sep 21, 2014 11:31 pm

Is there a reason why Frag grenades do different things when thrown than when fired from a rifle grenade?

Is there a reason why rifle grenades don't do 'mass' calls? They seem very expensive for single shot single target....
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Re: Consumables: Grenades

Postby mindwanders » Thu Oct 09, 2014 7:19 pm

It comes down to a balance issue around the way they work in play because they don't have a phys rep for the centre of the effect.

A rifle grenade give a special call you can make with your gun that will always hit the target you call it against. Normal grenades can bounce oddly, be moved away from and be thrown back.
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Re: Consumables: Grenades

Postby Quillan » Tue Nov 25, 2014 11:16 am

As a clarification - the Equipment Excel Sheet says that the minimum skill requirement to use a Frag Missile is "AS PER LAUNCHER".

A Missile Launcher is Support Weapons 2. But a Frag Missile does "MASS DOUBLE KNOCKDOWN".

As per other Ranged calls, does that mean that you need Support Weapons 4 to be able to call "MASS DOUBLE KNOCKDOWN", and with the minimum requirements (Support 2) to use the Missile Launcher, you could only call "MASS SINGLE" or "SINGLE KNOCKDOWN" or some other combination of two calls?

Thanks!


EDIT: Also, as I've been asked (and this may be answered somewhere else, but I can't find it), what exactly are the phys rep requirements in terms of quantity? It's one per shot, yes? And then we discard the 'spent shell' on the battlefield? Or as they're not fired, can they be recycled? Presumably ship restocks, or supply drops can definitely be used to restock the ammo supplies and reuse the physreps?

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Re: Consumables: Grenades

Postby horzabora » Tue Nov 25, 2014 10:08 pm

You need Support Weapons 2 to make the full call - the advantage of Support Weapons is that they have fixed calls.

The disadvantage is ammo and bulk.

One per one shot, discard spent shell on battlefield. To resupply you must reach a valid resupply point that contains that type of ammo, or use a ship restock or supply drop.

The base at this event will be well supplied, so for Xanadu 'resupply at the base' is appropriate.
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