grenades

Wolfsbane

Mongoose
Please help me understand the grenade rules - do we have 'direct fire' hand grenades and/or 'indirect fire' grenades, quite possibly 'scattering' back into my own troopers ?
 
Ah the joys of ambiguous rules :D
Ok since one of the more reliable people haven't answered yet, heres the run down as I see it.
Grenades have a firing mode listed somewhere in the description.
Some, like the standard MI frag grenades have (Excuse the caps Im too lazy for italics) UNDERSLUNG, which means they're fired direct basically.
Others like the Plasma grenade have THROWN which is the indirect fire mode with a range off, I believe 6 inches.
The scatter rules seem to be in place for grenades thrown this way as per the rules, but I've always assumed its some kind of editing error (Of which there are many :D), I think (though again without my book here I could be wrong) that in the flight section theres some different scattering rules which make a lot more sense for grenades, but you're reallygonna need to agree on some kind of house rule unless you want grenades only scattering backwards and forwards and possibly way further than you threw them.

Um.... I think they both need a ready to use... but Im really not sure, in practice most of the grenades are a bit pap appart from the gas grenade (Which is removed from the list in the MI army book) and the plasma (Which can also be placed or fired as a javlin round).

Sorry if that description is somewhat less than usefull. Somewhere in the frount of the book is a header titled fire modes and I think throwen has a little sidebar or something which should explain it.... about as well as I have here lol
 
You can throw grenades in Direct Fire without using a Ready action first, just add them to the squad's Fire Zone dice rolls as for any DF weapon. Unless the grenade requires a Ready action to use in the description you only need to use Ready actions first if you want to fire Indirectly. Direct Fire grenades don't scatter. There's a note in the main rulebook as MaxSteiner said and a mention of them in the FAQ too.
 
Wolfsbane said:
Please help me understand the grenade rules - do we have 'direct fire' hand grenades and/or 'indirect fire' grenades, quite possibly 'scattering' back into my own troopers ?

My reading (of the standard V1 rules) is:

For underslung fired frag grenades
When used in direct fire mode they do 2d6 (as they have a 2" LZ) - no benefit over Moritas. They add their firepower to a single firezone

In indirect mode they do 1d6 with a 2" LZ (but needing a ready action.)

In direct mode they don't scatter, in indirect they do

The benefit of grenades is that a unit firing them in indirect mode generates lots of individual fire zones rather than one large one for massed Morita fire. Disadvantage - they may scatter and it could take a while to work out each shot.

Flechette grenades lack the LZ (so no indirect fire) but do have that d6+1 for hard to kill (7+) bugs. Bugshot d6+2 but need to ready.

Thrown grenades
Smaller LZ, shorter range but they do inflict d10.
 
Mr Benn said:
The benefit of grenades is that a unit firing them in indirect mode generates lots of individual fire zones rather than one large one for massed Morita fire. Disadvantage - they may scatter and it could take a while to work out each shot.
I think the greatest benefit is that the troopers do not have to see the enemy. If you play MI vs MI anything caught in the open is already dead (if it's not a CHAS or a Marauder).

With Underslung Frags you can stay in cover (well, at least until the enemy has blown it away) and still shoot at the opposing troops.
 
Chemical grenades are banned ? Some whoosy civilian got a whiff of reality ? Screw'em ! This IS a fight for the Species !

I'm thinking that Light-Armor (un-Powered) troops should Throw stuff 2" less, and Jump-Ball players 1" more.
 
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