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Strange Grenades and Unusual Uses for Items

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Crash_00

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« Reply #30 on: <06-07-12/0909:22> »
The game doesn't really due the "just die" thing very often. Especially not with anything readily available (all I can think of is radiation exposure and pretty much close hits with a Thor Shot). Most of the toxins in Arsenal are far, far, far less powerful than they should be just to maintain balance. SR4 rules are, without a doubt, an action movie. The good guys always survive the ridiculously lethal attacks (I seem to remember one surviving a nuke blast with a refrigerator not too horribly long ago).

_Pax_

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« Reply #31 on: <06-07-12/0926:22> »
Well, then, in game terms it should have an extremely high effect.

Note, too: I never said it would be EASY to get 100% pure ammonia in liquid form, to put into those grenades.  ^_^  There's a reason most industrial facilities "make do" with 3% solutions of the stuff, after all: it's HELLA cheaper that way.  ^_^






Yes, I just said "hella".  :D

Falconer

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« Reply #32 on: <06-07-12/0931:24> »
Here's more of a balance thought.  Especially as regards single drugs and dosage costs.

A splash grenade has enough in it to affect more than one person.  So why does everyone keep talking in terms of single dose costs?  The price lists +chemical... but the rules don't say how much chemical you need.  Just speaking from a rough standpoint, most of these things should probably require at least say 10 doses of chemical to even start to fill the grenade. (10m radius... 20m diameter... think how many people you can affect in a blast radius that large; 50 or 100 doses is prohibitive and silly though).


I might as well get my hands on the most expensive drug I can, toss in some DMSO and instantly get multiple doses for the price of one... such as say laes.   Or make my parties the biggest on a budget...

That doesn't quite strike me as correct.


I also don't necessarily agree with the continued damage from the glue grenade... though I can see how people are coming up with it.  If you're just going to kill em anyway the industrial chemical rules and the solvent work just as well for less.  If you start with the assertion you hit them with a single dose of the chemical, just because it's in continued contact doesn't mean they magically get more than one dose worth.  I guess I can see how the glue is nastier though... as the glue is 'stuck' to them while the solvent could be washed off easily.   (the idea behind the DMSO was to do a little bit of damage once... then leave them glued to the spot or from a GM's point of view... used against runners... yeah your smartgun is now permanently glued to your hand... how exactly are you planning on subtly walking out of here?).

But it is good for causing some consternation....

Snow Crash - capsule rounds + glue == loogie gun anyone?

_Pax_

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« Reply #33 on: <06-07-12/1014:25> »
Setting it at 10 or 20 doses does seem like it would be a reasonable houserule, now that you mention it.

TheNarrator

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« Reply #34 on: <06-07-12/1116:30> »
If I understand everything correctly, is there any reason why one should not use barrier foam grenades to capture enemies in a 2,5m diameter of concrete via a smartlink launcher and airburst?

Well, it does take until the end of the Combat Turn to harden. Lots of fights in SR don't even last a whole Combat Turn. If the target has multiple initiative passes, there's a good chance that they could pull themselves out of the foam and scrape most of it off before it hardened, turning it from an instant kill into a mild nuisance.

Lichtbringer

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« Reply #35 on: <06-07-12/1121:25> »
Does Airburst not cause it to explode at once?

TheNarrator

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« Reply #36 on: <06-07-12/1131:06> »
Yes, but you've misunderstood the meaning of my post. The delay is not the time it takes for the grenade to explode. It's the time it takes for the foam spread by the explosion to harden.

Lichtbringer

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« Reply #37 on: <06-07-12/1147:20> »
You're right, my bad.

Cass100199

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« Reply #38 on: <06-07-12/1206:25> »
Monowire Grenade. It starts to spin and kicks out for monowires with weighted tips.
You can't tell me what toys I can play with.

KarmaInferno

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« Reply #39 on: <06-07-12/1235:21> »
That works better than the monowire grenade from WAR.

The WAR version just has short bits of monowire being thrown out by an explosion, no weights or anything.

Totally ignoring things like, well, mass and momentum.



-k

Cass100199

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« Reply #40 on: <06-07-12/1240:29> »
I was just thinking of something like the fireworks that spin on the ground really fast; maybe something like a short 20 second burst of spinning and then it runs out of fuel.
You can't tell me what toys I can play with.