1. Grenades may be thrown from the upright or prone positions. The term upright includes standing, kneeling and crouched. Grenade throwing ranges are:

UPRIGHT: Short 0-10' Long >10" up to 15'
PRONE: Short 0-7" Long >7' up to 10"

2. A soldier may prepare a hand grenade on a card before he uses it. If he does so, it is armed and will go off at his feet if he drops it. Grenades may be prepared and thrown on the same card, but the throw is not as accurate.

3. The direction that the soldier is facing determines if the grenade toss is normal or hasty. A normal toss is one thrown in a direction within 45 degrees of the facing direction of the soldier. A hasty toss is one thrown in any other direction.

4. All grenade throws over obstacles or walls behind which the soldier is sheltering, and over which he is not looking are considered hasty. A grenade that is prepared and thrown in the same card is always hasty.

5. A soldier with a previously prepared grenade may move and throw the grenade, or stand up and throw the grenade on the same card, but he must end his move at the spot where the grenade is thrown from, and he must be standing up. Ail grenades thrown in such manner are hasty throws.

6. When throwing the grenade, after the target is announced, the range is called out. The range announced then becomes the aiming point of the grenade. The range may not be measured before it is announced. Move the aiming point according to the roll of one D10 and the grenade table.

NORMAL THROW
SHORT RANGE Die roll of:
1,2 = 2" short of original aiming point
3 =2' right
4,5 = 2' beyond
6 = 2" left
7-10 = exactly on the aiming point

LONG RANGE Die roll of:
1 = 3" short of original aiming point
2,3 = 1" short of original aiming point
4 = 2' right of original aiming point
5,6 = 2" beyond original aiming point
7 = 2" left of original aiming point
8-10 = exactly on the aiming point

HASTY THROW
SHORT RANGE, Die roll of:
1,2 = 4' short of original aiming point
3,4 = 2' short
5 =3' right
6,7 = 3' beyond
8 = 3" left
9,10 = exactly on the aiming point

LONG RANGE, Die roll of:
1 = 5" short of original aiming point
2,3 = 3" short
4 = 4' right
5,6 = 2" right
7 = 4' left
8,9 = 2' left
10 = exactly on the aiming point

7 ) Measure the range from the point where the grenade lands to the nearest point of any target men within fragment range (5"). Then use the following to compute the chance of a hit:

Up to 1" from burst point = 90% chance of a hit
From 1" to 2" = 80% chance of a hit
From 2" to 3" = 70% chance of a hit
From 3” to 4” = 60% chance of a hit
From 4" to 5" = 50% chance of a hit

Any hit is computed as if the soldier had taken a 20-round burst of automatic weapons fire.

8) Any time that a grenade is thrown over an obstacle higher than a standing man, there is a chance that it will fail to clear the obstacle. Roll a D10. If the roll is 1,2 or 3 then roll the die again and the grenade bounces straight back the following distance:

BOUNCE-BACK DISTANCE
1,2 = 1 inch
3,4 = 2 inches
5,6 = 3 inches
7-8 = 4 inches
9-10 = 5 inches

9) When tossing grenades over obstacles and the grenade does not clear the obstacle by at least one inch, there is the possibility that it bounces back. Treat as in 8) above.

10) Grenades passing through apertures such as windows or hatches call for a special table to determine if the aperture is hit or not. Roll a D 10:

VERY SHORT RANGE 2" or less
Unbroken window Pass: 1-9 Bounce back 10
Open window or door: Automatic
Vehicle hatch: Automatic
Into AFV track: Lodge: 1-8
Bounce back: 9, Pass through 10

SHORT RANGE Standing to 10" Prone to 7”
Unbroken window Pass: 1-8 Bounce back on 9-10
Open window or door: Pass: 1-8 Bounce back on 9-10
Vehicle hatch: Pass: 1-6 Bounce back on 7-10
Note that you cannot throw a grenade into a hatch occupied by a man.
Into AFV track: Lodge: 1-5
Bounce back: 6-8, Pass through 9-10

LONG RANGE Standing to 15" Prone to 10"
Unbroken window Pass: 1-7 Bounce back 8-10
Open window or door: Pass: 1-7 Bounce back 8-10
Vehicle hatch: Pass: 1-4, Bounce back 5-10
Note that you cannot throw a grenade into a hatch occupied by a man.
Into AFV track' Lodge on: 1-3
Bounce back on: 4-8,
Pass through on 9-10

Modifiers: Add 2 to D10 if throw is Hasty. Add 1 to D10 for vehicle in motion.

11) A grenade lodging in a vehicle track has a 10% chance of breaking the track. A grenade exploding near an inflated tire has a chance of deflating the tire equal to 20% less chance than hitting an upright figure at the same range.

12) A grenade landing inside an AFV stands a 90% chance of inflicting 20- round damage on all crewmembers. In addition roll a D100:

1-10: Vehicle on fire
11-15: Vehicle destroyed
16-20: Main gun and MG out of action (see AFV damage charts)
21-50 Test AFV morale
51+ No vehicle damage