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Posted: Tue Aug 02, 2011 5:01 pm
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Posted: Wed Aug 03, 2011 10:19 am
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Posted: Wed Aug 03, 2011 12:10 pm
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Posted: Wed Aug 03, 2011 1:27 pm
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Posted: Wed Aug 03, 2011 1:36 pm
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It is 1 kill if you throw it at Near Range. Between timing, trying to get the precise distance, the targets having more of an area to move around before it goes off, it's harder to get a kill when you're so far away. That's why you can upgrade weapons at the ends of missions, INCLUDING grenades, so you are more proficient in them.
You would move after the attack. Same with a gun; you would roll for kills prior to the move, not afterwards. If you want to be in a position for better killing rolls before the encounter ends, you need to make an NFA roll to do so. Otherwise, you have to hope your FA roll succeeds more betterer than the enemy's AA roll.
You describe what happens with the grenade. It can be a dud. It can explode nowhere near the aliens. You could accidently blow up one of the NPC troopers. You could throw the pin by mistake, and take a wound yourself as you realize a moment too late that it's still in your hand. If you fail your FA roll, 3:16 encourages the players to describe their own failures smile All that matters is that you do not get any kills with it, nor do you remove threat tokens with it.
At this point, the only one at risk of getting blown up by grenades would be Corporal Tantalus (since he is in Close Range), and that's only if he fails his FA 7 roll (or NFA 3 roll, if he tried to pull back to Near Range).
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Posted: Wed Aug 03, 2011 1:45 pm
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Posted: Wed Aug 03, 2011 4:35 pm
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Posted: Thu Aug 04, 2011 2:05 am
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Posted: Sat Aug 06, 2011 6:54 pm
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Posted: Sun Aug 07, 2011 4:14 am
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Posted: Mon Aug 08, 2011 10:53 am
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Posted: Tue Aug 09, 2011 8:29 am
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Posted: Wed Aug 10, 2011 12:24 pm
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Posted: Sun Aug 14, 2011 11:44 am
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Posted: Wed Aug 17, 2011 7:47 am
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