Granades - missing?

By Honn, in Dark Heresy Rules Questions

Sure, frag grenades are not that great on something with 10 armor, but why use them for that? There are plenty of more suitable targets for a frag-granade, such as a normal starting character :)

I'll probably do something like what Graver said. Although I don't know if the scatter needs to scale with range in that way, range already makes the throw difficult so if scatter depends on DoF then the same throw at difference distances will get different DoF and different scatters.

Honn said:

Sure, frag grenades are not that great on something with 10 armor, but why use them for that? There are plenty of more suitable targets for a frag-granade, such as a normal starting character :)

I'll probably do something like what Graver said. Although I don't know if the scatter needs to scale with range in that way, range already makes the throw difficult so if scatter depends on DoF then the same throw at difference distances will get different DoF and different scatters.

I scaled it with range just to make sure it was still possible to have a bounce-back that the thrower would have to dodge ;-) Grenades are DANGEROUS, they should always reamin so.

SB 3 means the range band would be 0-3 PB / 4-8 Short/ 9-17 Med/ 18-26 long/ 27-36 ex. If an SB 3 BS 30 grenade chucker would chuck a grenade on a clear day over that stone and mortar wall that he's against to clear out anyone on the other side (a right proper use), he would have a modified BS of 40 (Blind fire -30, PB distance +30, aiming +10). With or without scaling, it would have a range variance of 0 - 5 (same as in the RAW) with a 90% chance of catching the enemy in the blast -as it should be.

If the same grenade chucker would chuck the grenade at night (-30) in a forest with trees (say -30 for lots of branches arching over the path and trees everywhere) at a target 20m down the forested path (-10) after carefully figuring out where and how hard to throw it (+10 for aim) they would have a total of -30 BS to hit the target. That would give them a DoF range of 3 - 12 (as anything above a 96 would be one of those oops I just dropped it rolls) and as such a range variation of only 3 - 12 meters without range scaling. This means even under those conditions, there's no chance of bounce-back unless you count the 4% oops moment that the grenade always has.

If you scale with distance, however, you get a range variation of 9 - 36 meters, a definite chance of the grenade hitting a branch and bouncing right back at the chucker or way off in completely the wrong direction to hit God-Emperor only knows what. Likewise, under those conditions, the numbers back up common sense notion that there isn't a chance in hell of such a grenade chucker actually landing that grenade where it needs to land. As mentioned above, grenades are best used when tossed and not thrown. This would simply help with that. ;-)

Hm.. those are some really good points. I like the idea of a scatter that can always come back to you :P

Oh that's what the grenade misfire rules are for. Lot's of fun.

my question is not on the missing

it is possible to have multiple-hit on a grenade like other weapons ?

Casius said:

my question is not on the missing

it is possible to have multiple-hit on a grenade like other weapons ?

Like a flamer, yes. Like an autogun, no. A grenade will hit everything in it's blast radius (barring dodge) once.

thanks.. do you know where it is written.. my dm won't belive it unless he read it..serio.gif

Exactly what should be written? That grenades can hit multiple targets? That's the Blast (x) trait on page 128.

That grenades can't hit a target multiple times? That's written nowhere, because the standard rule is that any weapon can hit only once and only exceptions (like Scatter and Autofire, which grenades don't have) are noted anywhere.