Grenade, sonic pulse - useless?

Post/Author/DateTimePost
#1

astavar

Apr 02, 2008 1:06:29
Yesterevening, I skimmed through d20future once again, and stumbled upon something, that stroke me as odd.
On page 63 is described the Sonic Pulse Grenade, sounding rather cool. But reading through it´s description I though: "Heck, why should I want to use this, even less buy that thing?"
First: At a purchase DC I find it rather expensive.
Second: Dealing 3d6 of sonic NONLETHAL damage (i.e. nothing at all in most events) is not so very impressing.
Third: Shaken at a Fort Save of DC12? That seems ridiculously low to me, with most making it without even rolling the die ;)

I don´t know if I am missing something. Dealing 3d6 points of nonlethal damage means dealing 10 points of nonlethal damage at average. As nonlethal damage in d20modern has no effect, except when surpassing the targets MDT, this can only be used against really average people it seems. And for this it is really expensive. Used against heroic characters, it has to be a real lucky shot, or it is an absolutely pathetically worthless expense...

So please, did I miss something? I don´t want this seemingly cool piece of equipment be such a dud...
#2

turalisj

Apr 02, 2008 6:24:35
Well, I can think of two uses-

  • A futuristic Flash Bang.
  • A damn cool entrance.
#3

backstabbist

Apr 02, 2008 9:00:38
Wow,
That is a pretty pathetic flashbang. DC12? Just horrible.
It doesnt say it, but usually the game had the Grenade PDC for a box of 6 grenades.

Use the StunModule Gadget (sonic pulse is energy) to up the effectiveness.... or to make them effective. Try the +6PDC DC18 save

Just huck a pound of C4 into the room, it will flash & bang.... the use Treat Injury to stabilze the ones you want to live.
#4

trappedslider

Apr 03, 2008 23:52:57
Just huck a pound of C4 into the room, it will flash & bang.... the use Treat Injury to stabilze the ones you want to live.

Thats your answer to every hostage rescue just about
#5

astavar

Apr 04, 2008 0:02:50
It seems, that these are about the best answers I get to my question....
Well I don´t think that those grenades will find widespread use...
#6

backstabbist

Apr 04, 2008 1:00:51
As is, they are pretty much worthless.
Not enough damage to reliably MAS, Non-Leathal too so it actually does nothing. Stunning effect is just way too easy to make. I dont care if you get a case of 24 of them for PDC1, I wont use them, cause they wont do what their job.


Next time you play, and are about to enter a room,
Tell the GM you want to go Alternate Dimention for a moment, a dimention where you took the SonicGrenades & will throw one in... then regardless of the grenade just phase back to reality and do what you really are going to do. Use it as a demonstration of just how well they work, in a Simulation of gaming that one attack action.

Once he sees that it was a waste of your inititive & attack, suggest bumping the SaveDC to at least 15.... even offer to do just 2d6 damage. The purpose of the FlashBang is to disorient, not knock everyone out.... that is the job of the ConcussionGrenade (offensive/blast grenade). Ask him to drop the damage & raise the effect they are designed for.


TSlider-
What hostages?
- You talking about all those 'InsideMan' the badguys infiltrated into the place?
- They were Sympathizers, they were about to turn sides & help the badguys by stabbing us in the back. I just save our lives again... you owe me another coke.
- But the cowardly badguys blew up the hostages as we gained entry.
Take your pick
#7

stigmatador

Apr 07, 2008 7:26:47
Just huck a pound of C4 into the room, it will flash & bang.... the use Treat Injury to stabilze the ones you want to live.

OMG...

LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL
:D