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Thread: Frag grenades in Space Hulk

  1. #1

    Exclamation Frag grenades in Space Hulk

    I had thought about for a special mission giving one of my blood angel terminators a few frag grenades and thought about these following rules

    1. a frag grenade can only be tossed 5 spaces
    2. A marine may toss a frag but may not move afterwards or take any action afterwards, A selected marine must also not make any action such as movement or shooting if he wishes to use a frag grenade.
    4. Frag bounce! if a marine is directly at corner of a junction a marine player that meets above criteria for using frags may choose to chuck the grenade around the corner. on a rule of even number the marines succeeds on lobbing the frag around corner and grenade may placed four paces around corner. note only can be done if marine is at corner if marine is one space back from corner space frag bounce cannot be done. if player rolls odd number then gernade toss fails and marine fumbles the toss and grenade lands on space on other side of corner and explodes. since marine is at corner the wall blocks him from blast but any marines caught in blast radius must make a save role.

    5. if marine with grenades is killed a fellow marine may pick them up from his body by spending 1 action point.

  2. #2

    Re: Frag grenades in Space Hulk

    No one has any comments on my roles?

  3. #3
    Chaplain
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    Re: Frag grenades in Space Hulk

    Well, although captains have sometimes had auxiliary grenade launchers, marines in terminator armour usually do not have grenades.

    I don't really like the idea of terminators throwing around frags in a space hulk. However, i'm all for captains having auxiliary grenade launchers like the old days!

    If you look in Patriarch's rather excellent space hulk and genestealer cult project log you will find he has a few rules ideas for this.

    http://www.warseer.com/forums/showthread.php?t=294394

    This might be of use to you, and imo it's more in keeping with the image of terminator armoured marines.

  4. #4
    Librarian zerodemon's Avatar
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    Re: Frag grenades in Space Hulk

    I have a couple of choice comments.

    Firstly, in a combat situation, grenades are used for a couple of purposes. Yes, they're great at killing stuff, but usually, they're used to disrupt or drive the enemy from cover, blind them to your approach or distract them from your purpose. Ending all potential movement for a terminator because of a grenade being lobbed seems a little redundant.

    I would be much keener on seeing these used in a hulk by Imperial Stormtroopers assaulting an enemy compound. Seems like a bad equipment match for Terminators.

  5. #5
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    Re: Frag grenades in Space Hulk

    I'd agree that grenades certainly suit storm troopers better that terminator marines.

    And, I may just be a masochist but i've kinda always wanted to see space marine scouts infiltrate a space hulk. Grenades would definitely work with them.

    The way you've wrote the rules for grenades, BarnEbiss, I think they would be at little ineffective anyway.

    The thrower has to stand at a corner to use one and they only have a range of four squares. If a genestealer survives the grenade blast (similar to a hit from a heavy flamer, im guessing) they are going to be very close to a marine who is probably not on overwatch. I would much rather take my chances with a storm bolter.

    However, if it was a blind or web grenade that stopped genestealers moving normally through the affected area they suddenly become very attractive indeed!

    What kind of scenario have you got in mind to use them in?

  6. #6
    Librarian zerodemon's Avatar
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    Re: Frag grenades in Space Hulk

    Funny how much a short thread can inspire something. I play-tested some Nurgle daemon/plague zombie missions I'd written for an Imperial Fists campaign today, but I used Imperial Stormtroopers with some handy, on the fly rules for rescuing random survivors of a plague outbreak in the twisting tunnels of an imperial hive and, goddammit it, it was the most fun play-testing session I've had in months.

    I made grenades limited to one per squad member, mocked up an ammo tracker for each individual trooper to keep tabs on all ammo and used othello counters with numbers on the white side or a drawn on daemon symbol to represent how many zombies or plague bearers to use. By the end of the game the warp rift tracker (see my Khorne Daemon rules) was at 9, I'd lost 7 of 10 Storm Troopers, was running painfully low on ammo and the board had 44 zombies on it.

    We used grenades as one shot weapons, which are accurate on a 4+, on a 3 they go a board section too far, on a 2 a board section short and on a 1 detonate in the guardsmans hand. They kill everything on a board section on a 3+

  7. #7
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    Re: Frag grenades in Space Hulk

    well you and me, @ Zerodemon, whent in difernt directions, acording to the background a standard Frag grenades 'the size of a large coin' so a would not be suprissed if most troppers dont carry and lobb them by the handfull (probly those 'grenades' most modles are carring are actualy grenade dispencers) and while arming and throiwng a greanade is a time comsuming process most of it is actualy consumed in 'cooking' it to the corect time. since the Back Ground says that all granades have an adjustable timer 'cooking' is nolonger requred.

    I would do grenades as an unlimmted weapon, 2 AP (requres some carfule action after all)
    no roll to hit (after all this is speed Spacehulk this ed) but 6 square range, Hard to throw far without 'lobing' and in a corridor that shortens the range anyway
    hits entire board section (it is a burst weapon after all)
    Medum weak 5+ on 1d6 or 6+ with 2d6 (Blast fagments rapidly lose energy ofter bouncing off walls, objects and target(s).) and so it is a viable optional attack but dosn't replace the models main weapon, nedless to say No terminators cant use them unless thy have an auxilery grenade launcher
    Sorry for any miss-spellinging's. I am a severe dixlexic and cant spell for toffy.

  8. #8

    Re: Frag grenades in Space Hulk

    I remember the marines rules for SH back before 2nd edition came out - those were fun...

    I'm not sure I'd want to be tossing grenades around a mashed together jumble of ships like a hulk is supposed to be, given that fuel lines could be just about anywhere and, also, no idea of how much support the current corridor section has - and is currently supporting 1 or more very heavy terminators...

    I'd suggest that using a heavy flamer is risky enough... tossing grenades around and using one, together that makes for an... interesting time... in the chinese sense...

  9. #9
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    Re: Frag grenades in Space Hulk

    lol, while I totally agree it would be somewhat hazardous, and potently terminal in such quarters, in conditions where you WANT to use a grenade, it's not doing so that is even more terminal. and also removing the ability of terminator type models using them (who generally cant anyway fluff wise) removes the danger of critical structural failure anyway unless the corridor was so compromised that is was collapsing any awy, (hum, that reminds me of 'The Great Escape' scenario from WD..........)
    Sorry for any miss-spellinging's. I am a severe dixlexic and cant spell for toffy.

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