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Fave Heavy Weapon?

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kyoto kid

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« Reply #30 on: (17:06:40/03-16-19) »
...but they can be easily "dodged" if the oppos have at least 5 initiative left with a "run for your life" interrupt action.  Best time to lob one at them is near the end of the combat turn.
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Mirikon

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« Reply #31 on: (20:37:46/03-17-19) »
...but they can be easily "dodged" if the oppos have at least 5 initiative left with a "run for your life" interrupt action.  Best time to lob one at them is near the end of the combat turn.
That's when you mod a grenade launcher to be belt-fed and FA, and kindly tell the GM that you're using Suppressive Fire rules with the launcher.
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PiXeL01

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« Reply #32 on: (00:07:41/03-18-19) »
Would that be improved suppression, Flechette suppression or what?
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Mirikon

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« Reply #33 on: (15:56:42/03-18-19) »
Would that be improved suppression, Flechette suppression or what?
Who knows? Either way, that hallway would never be the same again!
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kyoto kid

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« Reply #34 on: (04:16:34/03-20-19) »
...but they can be easily "dodged" if the oppos have at least 5 initiative left with a "run for your life" interrupt action.  Best time to lob one at them is near the end of the combat turn.
That's when you mod a grenade launcher to be belt-fed and FA, and kindly tell the GM that you're using Suppressive Fire rules with the launcher.
..well Leela considered doing that as a one shot jury rig to lay down a spread of 12 grenades from an MPGL 12 Would have toasted the weapon though, and there was an outside risk of it simply blowing up.
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Michael Chandra

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« Reply #35 on: (08:32:49/03-20-19) »
Also, this is when Frag Grenades are better than HE: Higher spread. At a distance of 12m you still have 6P/+5 left, so that means with 3 grenades 12P/+3. If they already walked, they might be out of movement range before they exit the blast-range.

(When in Dragon Song an enemy threw a time-based grenade at me, I just walked past it while blasting the guy with my Crockett.)
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Shinobi Killfist

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« Reply #36 on: (19:04:26/03-20-19) »
...but they can be easily "dodged" if the oppos have at least 5 initiative left with a "run for your life" interrupt action.  Best time to lob one at them is near the end of the combat turn.

So worst case I dropped your initiative by 5 and got you out of cover. And depending on the grenade it might not make a bit of difference.  I prefer gas grenades and flashbangs.  Not as devastating but they don't get weaker due to range from the center point of the explosion and not killing everyone has advantages. The versatility of the payload is one of the big value adds from grenades.

kyoto kid

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« Reply #37 on: (01:59:17/03-28-19) »
...this is why I'd love to lay down a spread of 6 - 10 grenades.

Agreed, flashbangs are so useful, anything that reduces the Oppos chance to shoot your team is a good thing.  Leela has several concealed in softballs and plush toys.

Ultralube grenades can be fun as well (and Ultralube, as we discovered in one mission, is flammable so if someone on the team has a flame thrower....).
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Cabral

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« Reply #38 on: (22:46:16/04-16-19) »
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