Undermounted Grenade launcher...


Advice

Grand Lodge

Pathfinder Adventure, LO Special Edition, PF Special Edition, Starfinder Accessories, Starfinder Adventure Path, Starfinder Maps Subscriber

So the 10 minute load time seems strange to me. I guess it is because the "specialized reusable firing cap". Would you allow players the ability to buy "specialized reusable firing cap" to pre build grenades and the make it two action to reload (like grenade launcher)? or is the "specialized reusable firing cap" mechanism built intp the launcher and needs to loaded by grenade?


They clearly designed it this way to control action/hands economy if you want both a two handed weapon and a one action grenade ready to go.

If you want a second grenade you can do it with three actions: free action release, one action draw, one action throw grenade, one action regrip weapon. Or get the tactical cyber arm and store a grenade inside to save one of these actions.


With how little damage, how small a range, and how expensive grenades are, I let my players not only reload them as Reload 2, but also ignore the stupid "grenades are destroyed when unloaded" bit AND just have grenades be either "launcher ready" or normal. I would say that usage stayed exactly the same but usability and utility both went way up. Other than that, and the fact that our suspension of disbelief can go a bit further, there are no noticeable changes.

While on it, we also play with a "Strike DC" that's 10+Strike Modifier instead of Class DC for Area-fire and Auto-fire attacks. We love it.


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Grenades seem a bit inconsistent with their use, depending on the delivery; Thrown and UGL: single action. Stand alone GL: 2 actions. For all the limitations put on the undermounted GL, a character can without too much trouble, get a Hideaway Limb (Tactical) and load up 2-4 grenades (depending on how many light objects the DM allows the limb to hold) and free action take hand off weapon, single action throw, to use all their actions in a round, up to the limit of stored grenades, to throw them. So if limiting how many grenades get thrown or launched per turn is the reasoning for how restrictive the UGL is designed, I don't see it being consistently mitigated.

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