Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Some people are known for their precision shots and clean take-downs,
while others are known for their reckless abandon and severe amounts of
collateral damage. This path is for the latter. It is used with a
Thrown(Grenade) skill, and requires either that or a Demolitions skill
if your system only uses the generic Throwing or Athletics skills.
Demolition Man
Blaster Master
By simply learning to lob grenades into the right areas, the grenadier
can improve the blast effects. Any grenade or other thrown explosive
has it's Area dice increased by 1 on a successful hit. It has the
listed Area is you miss and it bounces though.
Aerodynamic Armament
You could be a pitcher for the major leagues with arms and a throw like
that. Your throwing range is doubled for grenades and other
grenade-like objects (so a baseball counts, but a knife doesn't.)
Eight Ball in the Corner
By figuring the angles on a throw and adjusting the spin of the
ordinance, you can bounce grenades where you want them. This allows you
to bank grenades off walls, have the bounce back towards you due to
spin after hitting the ground, and other fun tricks. If the GM thinks
it makes sense, this can also allow you to ignore cover. Your total
bounce distance is still limited by your throwing distance, and if you
miss after all that bouncing, the grenade still takes one final random
bounce.
Example: Rockfort, our resident demoman, wants to blast some fellows
who are take shots at him from down a hallway, just around a corner.
He's within his adjusted throwing range (thanks to Eight Ball,
and tells the GM that he'll bank the shot off the wall and around the
corner. The GM let's that negate cover, and he makes the roll so it
lands right on target.
Note: In theory, the GM could let anyone attempt this, and I would have
before. With this Martial Path in play, each bounce attempted should
cost a -1 die penalty if you don't use this technique.
The Chunky Salsa Effect
By timing the detonation to occur next to a solid surface, a grenade
can bounce it's shockwave and deal extra damage. If the target is
standing within a few feet of any solid surface (a wall, not the
floor), then the grenade does Area Killing (as normal) and an addition
point of shock for each Area die. If the target is near two such
surfaces (like two walls, or between the low ceiling and floor) then it
does two points of Killing for each Area die. Targeting a blowback off
the ceiling is at a -1 die penalty.
If the target is in a small enclosed space, then the grenade does 4
Killing per Area die. As a bonus trick, the demo man can explode a bomb
in midair to do just Shock damage with the Area (sets still do Killing
though, to simulate shrapnel).
Cluster Bomb (Alternate title, Cluster F***, but let's be kid friendly. )
By strapping some bombs together, the demoman creates an unholy
maelstrom of explosives. This technique requires 2 to 5 grenades, all
hooked, tied, or taped together. Setting it all up takes one round to
prepare.
Once ready, the cluster bomb is tossed like a normal grenade, with all
the above techniques applying. After the first hit, every other grenade
is scattered in a direction chosen by the thrower (or randomly
determined, for less cinematic games) and then those all detonate as
normal (no special techs on the extra grenades).