Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
How do you handle each type of grenade when used in assualt? In the rulebook I can only find that frag grenades give 10 init. when fighitng enemies in cover... but it makes sense to me that they would damage as well? I have been using the frag grenade launcher rules(w/o the range), but that doesn't seem right. Please help
I'm pretty sure thats all it does for you in assualt. I dont think you would wanna use a grenade in close combat though, be kinda messy if you think about it. Throwing grenades that will blast you and your enemy apart doesnt seem like a good idea.
Iron Warriors 9/1/0 (w/l/d)
World Eatters 15/1/0
Frag, plasma, blight, and photon grenades have an "effect" in the first round of close combat, but that effect is not to cause damage.
Krak grenades, tankbusta bombs, melta bombs, super stikkbombs, haywire grenades and EMP grenades have damaging effects on vehicles in assault but are useless in combat with nonvehicle models. The effects of these are in the BGB or the relavent codex.
Artificial Intelligence is no match for Natural Stupidity.
Frag and Photon grenades can also be used to damage vehicles but their strength is so low it isn't really much use.Originally Posted by helotaxi