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Re: Questions about grenades

Posted: Tue 31 May 2022, 23:16
by Fenhorn
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@Fenhorn: I hadn't considered using ammo dice as an M203 is a one-shot weapon. I assume that if I I rolled it and it comes up six (the bullet icon), I still only deduct one round of ammo from the character's inventory. Is that correct?
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If you roll a 6 on the ammo dice and you have less ammo than 6 in the weapon, then you empty the weapon, which is of course one for an M203.

Re: Questions about grenades

Posted: Tue 31 May 2022, 23:48
by Raellus
Thanks, Fenhorn.

Re: Questions about grenades

Posted: Tue 31 May 2022, 23:50
by paladin2019
Regarding M203 payloads, the HE and HEDP rounds both contain <1/4 of the same type of explosive as an M67 hand grenade. D vs. C burst damage is pretty close for the way the system works.

Re: Questions about grenades

Posted: Thu 09 Jun 2022, 20:26
by Heffe
A grenade launcher has ROF 1, that means that you are allowed to use an ammo dice when you fire. This makes a GL better than hand grenade since, if you have BC in the skill and aim at an individual,(so you have -2), you roll d8+d6+d6.
I think this may be incorrect. GLs shouldn't be rolling ammo dice, even with the ROF of 1.

On pg. 67 of the player's handbook - "HEAVY WEAPONS such as RPGs, grenade launchers, mortars and howitzers don’t use ammo dice. Each attack consumes one round of ammo."

The exceptions of course would be specific weapon systems like the Mk 19 GL, and the Vasilek mortar.

Re: Questions about grenades

Posted: Fri 10 Jun 2022, 13:02
by baldrick0712
I think this may be incorrect. GLs shouldn't be rolling ammo dice, even with the ROF of 1.

On pg. 67 of the player's handbook - "HEAVY WEAPONS such as RPGs, grenade launchers, mortars and howitzers don’t use ammo dice. Each attack consumes one round of ammo."

The exceptions of course would be specific weapon systems like the Mk 19 GL, and the Vasilek mortar.
Interesting counter-argument. They could have resolved this easily by just listing M203 and other such weapons as ROF: N/A, or ROF: 1* with a footnote: * = Cannot use Ammo Dice.

Re: Questions about grenades

Posted: Fri 10 Jun 2022, 14:54
by Fenhorn
Since the Foundry VTT uses ammo dice for GL weapons, I have asked Tomas to look into this so hopefully we will get a clarification. Because either
  • it is ok as it is, then a clarification could be made that ammo dice are used sometimes or
  • they need to change the VTT and perhaps change the text on p.67 so it is more clear or
  • the truth is behind door number 3.

Re: Questions about grenades

Posted: Fri 10 Jun 2022, 23:15
by Heffe
Since the Foundry VTT uses ammo dice for GL weapons, I have asked Tomas to look into this so hopefully we will get a clarification. Because either
  • it is ok as it is, then a clarification could be made that ammo dice are used sometimes or
  • they need to change the VTT and perhaps change the text on p.67 so it is more clear or
  • the truth is behind door number 3.
Thanks, Fenhorn! We appreciate your help on this, dude. There's been a ton of discussion about ROF 1 and what that means. For instance, if I have a rifle with a ROF of 1, and only 1 round in the chamber, that would seem a bit weird to allow the ammo die to be rolled, when you wouldn't be able to for things like the M203. But on the other hand, allowing weapons with an ROF of 1 with only 1 round to roll ammo dice also feels a little funky.

For what it's worth, there are already so many boolean statements inside the rules anyway, it might help to simplify things just to make weapons with 1 round left no longer eligible to roll ammo dice at all. The only thing I think would be lost might be a little bit of lethality and a small chance for suppression in those particular use cases, and it would help make the rules simpler and more consistent. Just my two cents there. Or alternatively, always allow an ammo die to be rolled for all weapons with only 1 round. That would make everything more lethal, but it would again make things simpler for players and refs to understand.

Re: Questions about grenades

Posted: Sat 11 Jun 2022, 00:20
by paladin2019
RE: rolling one ammo die with only one round in the gun, you can miss and suppress, get a better hit (+1 damage), or perhaps the bullet fragments (causing another hit on the same target.)

Re: Questions about grenades

Posted: Sat 11 Jun 2022, 00:26
by Fenhorn
Well, regarding ammo dice and normal ranged combat, you are allowed to use 'ROF number of ammo dice' even if you only have 'ROF number of bullets' in the mag.

For heavy weapons, according to the rulebook, you don't use ammo dice because they only "consumes one round". I haven't read all the weapons but there is one exception that is spelled out (a US weapon). But if all this is true (probably is), then the text on p.67 should be changed to "consumes one round per ROF used" instead (or something like that) because some heavy weapons do have a ROF of more than 1 (some vehicle cannons) and most importantly they should notify Stefouch to change how the GL works in the VTT because in the VTT they use ammo dice (that was the reason I thought this was true).

Re: Questions about grenades

Posted: Sat 11 Jun 2022, 00:29
by Heffe
RE: rolling one ammo die with only one round in the gun, you can miss and suppress, get a better hit (+1 damage), or perhaps the bullet fragments (causing another hit on the same target.)
That's a good call out. With that in mind, I'd think if say, a tank fired a kinetic penetrator at a character and missed, currently that would not cause suppression. But where the tank shell wouldn't, a 5.56 round would. All the more reason to make the two rolls more consistent.