Quote Originally Posted by u-b View Post
Most frag grenades are listed with fuses of 4..5 seconds, which would be down to 3..4 if Richard is letting it cook since the moment he's pulled the pin, meaning it goes off after 2..3 additional rounds after this one, which means you can as well just drop it under your feet as you'll get 3+ rounds to move, including right now.
I brought this up when I first drew the grenade, saying that the description of grenades in Basic (as this one seems to be that listing rather than a specific HT one) just says "between 2 and 4 seconds" and given we've otherwise been going on the side of speed and aggression with our explosives (see modifying our launcher setup to not have the short-range safety lock) 2 seconds seemed plausible for us to have. Nobody said anything and the GM's responses seemed to fit my understanding, but if we're going for 4-second fuses on everything then yes, the plan will change.