Alright, so for everyone to note, there are three ways you can have your grenades be:
Timers: This is default. It goes off on your same pass that you threw it on the next initiative turn. Downside: People can pick it up and throw it back or easily move out of the way. Upside: There's not any real way to really mess this up.
Wireless: You throw it and then you detonate it with a wireless signal (free action). The downside is that a decker can find the grenades on your bandolier, arm and detonate them. Yeesh. Make sure you have a hot decker that can hold on to them wirelessly.
Motion Senser: Two ways it works: One, you set as a booby trap. Two: When thrown it, it arms after about 3 meters of travel and when registers a sudden velocity/direction shift, it goes off. In practice this means it explodes after being thrown and it hits something. Downside: If you critically glitch this, you cocked it on the reach back somehow and it goes off in your hands.
Cal: Without any throwing skill to speak of, he probably wouldn't risk the motion sensor. And not being the most tech savvy, probably doesn't default to wireless. So his current stock of grenades are timer detonators. this flash-bang goes off in 3 seconds, on pass 6 of this upcoming turn.
Speaking of which:
41 Cal
17 Calico
?? Kumiho
?? Chance
?? Secretary
?? Benson
?? Bad Guy?
Let's get Kumiho and Chance's initiative rolls.
As the team is probably on comms, Earlybird and Tanya should feel free to interject a sentence here and there into the comms.
I thought I had said the time it would take, it's 7 minutes.
Some options for Cal:
Hold the door closed. Peek in (an 'observe in detail' action takes a simple action and give +2 to perception) and then close the door, but not brace it util your next turn.
Peek in, then maybe move in? Move in and hope to get back out before the grenade goes off. Maybe there are other rooms that won't be affected by the grenade, etc.