Thursday, January 1, 2026

Kicking Grenades For Fun And Profit

 


After last week's post (How (Not) to Cook a Grenade) I realized GURPS has rules about picking up grenades and throwing them back (B410) but not rules for kicking grenades away (or into a grenade sump). This is much safer than trying to throw them back, and requires less maneuvers.This is why it is actually what people train to do, rather than risk blowing themselves up.

To kick a grenade, first you need to locate it.Then you need to take an Attack, All-Out-Attack, Committed Attack, or Move-and-Attack Maneuver at Reach 1 or C (or whatever your kick reach is) and roll to hit. This roll is +4 for Telegraphic Attack, -6 for SM (typically) +1 for kicking something on the ground (Martial Arts p. 22); net -1, in addition to any other modifiers (e.g. +4 for All-Out Attack (Determined)]. You may use Brawling, Karate, Kicking, any kicking based Sports skill, or DX-Based Soldier-2. A prepared grenade sump within 2 yards gives +2 to this roll.

On a success (a failure is normal miss with a kick; check for a fall B274) you kick the grenade away. If you are kicking it into a grenade sump that's where it goes. Otherwise, roll kicking damage, the grenade rolls that many yards away (maximum ST yards) in the direction of one of your three front hexes (roll 1d: on 1, left front. 2-5, front; 6, right front) unless there is cover in the way. On a success by 4 or more you give it significant air and it flies ST yards away, on a critical success you punt it like a ball and goes 3xST yards.

Typically you then drop prone to avoid the blast and fragmentation. A grenade sump provides cover if you do so.

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