Grenade: Difference between revisions

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(→‎Construction: Thought this was a good idea, but couldn't think of any more then these two.)
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Grenades are made of three things: Chemicals, trigger assemblies, and a crunchy candy coating (usually made of metal). When you arm them, the trigger sits there, waiting patiently for an excuse to go off, until finally the grenade primes, the chemicals mix, and whatever happens, happens.
Grenades are made of three things: Chemicals, trigger assemblies, and a crunchy candy coating (usually made of metal). When you arm them, the trigger sits there, waiting patiently for an excuse to go off, until finally the grenade primes, the chemicals mix, and whatever happens, happens.
 
==Construction==
==Construction==
#Obtain a grenade casing (regular or large), one to two chembottles or beakers full of your payload, an igniter, and a trigger assembly (timer, proximity sensor, mousetrap, remote signaler, or infrared beam).
#Obtain a Grenade Casing (regular or large), one to two bottles or beakers full of your payload (see below for ideas), and a Cable Coil.
#*You can create a slime core grenade by substituting a slime core for one of the bottles, but only when using a large grenade casing obtained from R&D. Be sure you have another bottle with the necessary reagent, or the slime core won't do anything!
#*You can create a slime core grenade by substituting a slime core for one of the bottles, but only when using a Large Grenade Casing obtained from R&D. Be sure you have another bottle with the necessary reagent, or the slime core won't do anything!
#Use a screwdriver to ready the igniter and trigger for assembly. When they are "can be attached", use one on the other to create the grenade assembly.
#Attach the Cable Coil to the Grenade Casing.
#Attach the grenade assembly to the grenade and insert the bottles.  There will be no getting them back out, be sure you're happy with it.
#*The Cable Coil can be replaced by a trigger if another kind of bomb is desired.
#Screwdriver the grenade one more time to finish construction
#*#Open the control panel on your trigger and adjust settings as desired.
 
#*#*Possible triggers: Timer, Proximity Sensor, Health Sensor, Mousetrap, Remote Signaling Device or Voice Analyzer.
For a list of possible chemical reactions, see the [[Guide to chemistry]].  Note that some reactions go off immediately when mixed, and must be separated into two bottles.  Also note that slime cores are volatile, and when used in grenades, some reagents may be lost.
#*#Use the grenade to open the wire panel.
#*#Hold the trigger in your active hand.
#*#Press "Attach" to add the trigger.
#Insert the bottles or breakers with your payload into the Unsecured Grenade.
#Use Screwdriver on the Unsecured Grenade to finish the Grenade (takes three seconds).
A [[Wrench]] can be used to extract the payload from an Unsecured Grenade. If the [[Wrench]] is used on an empty Unsecured Grenade the trigger will be removed and leave it to be just a Grenade Casing.


For a list of possible chemical reactions, see the [[Guide to chemistry]]. Note that some reactions go off immediately when mixed, and must be separated into two bottles. Also note that slime cores are volatile, and when used in grenades, some reagents may be lost.
===Obtaining the Materials===
===Obtaining the Materials===
*Standard grenade casings can be made by using a metal sheet.
*Standard [[Grenade Casing]]s can be made by using a [[Metal Sheet]]
*Large grenade casings are made by [[Guide to Research and Development|R&D]] after some research.
*[[Large Grenade Casing]]s are made by [[Guide to Research and Development|R&D]] after some research
*Igniters can be found in chemistry, R&D, and in some vending machines.
*[[Research items#Pyro Grenade|Pyro Grenades]] and [[Research items#Advanced Release Grenade|Advanced Release Grenades]] are made by RnD as well
*Most triggers can be found in chemistry, R&D, and in some vending machines.
*[[Cable Coil]]s can be found in chemistry, [[Artist's Coven]], [[Engineering]], and many other places
*Autolathes can produce igniters, timers, signalers, and infrared emitters.
*Most triggers can be found in R&D, and in [[Vendomat|Vendomat vending machines]]
*Slime cores can only be obtained through [[Xenobiology]].
*[[Autolathe]]s can produce Timers, Remote Signaling Devices, Proximity Sensors, Health Sensors, and Voice Analyzers.
*The chemicals necessary for the most interesting grenades can only be produced in [[Chemistry]].
*[[Slime Core]]s can only be obtained through [[Xenobiology]]
 
*[[Bottle]]s and [[Beaker]]s can be found in [[Chemistry]]
*The chemicals necessary for the most interesting grenades can only be produced in [[Chemistry]]
{|
||
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Grenade Casing]]
|image = Grenade_Casing.png
}}
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Large Grenade Casing]]
|image = Large_Grenade_Casing.png
}}
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Research items#Advanced Release Grenade|Advanced Release Grenade]]
|image = Adv_grenade.png
}}
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Research items#Pyro Grenade|Pyro Grenade]]
|image = Pyro_grenade.png
}}
||
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Cable Coil]]
|image = CableCoils.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Timer]]
|image = Timer.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Mousetrap]]
|image = Mousetrap.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Proximity Sensor]]
|image = Prox Sensor.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Remote Signaling Device]]
|image = Signaler.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Voice Analyzer]]
|image = Voice_Analyzer.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = Health Sensor
|image = Health_sensor.png
}}
||
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Slime Core]]
|image = Slimecore.png
}}
{{Item
|bgcolor1 = #cce6ff
|bgcolor2 = #99ccff
|name = [[Bottle]]
|image = bottle.png
}}
{{Item
|bgcolor1 = #cce6ff
|bgcolor2 = #99ccff
|name = [[Beaker]]
|image = beaker.png
}}
|}
===Legal Payload Ideas===
===Legal Payload Ideas===
* [[Metal Foam]]:
*'''[[Metal Foam]]''':
*# 30x Iron/Aluminium
*#Bottle: 30x Iron/Aluminium
*# 10x [[Foaming Agent]], 10x Polytrinic Acid
*#Bottle: 10x [[Foaming Agent]], 10x [[Fluorosulfuric Acid]]
 
*'''Cleaner''':
*#Beaker: 40x [[Foam Surfactant]]
*#Beaker: 40x Water, 10x [[Space Cleaner]]
*'''Tear Gas''':
*#Beaker: 25x [[Condensed Capsaicin]], 25x Potassium
*#Beaker: 25x Phosphorus, 25x Sugar
===Illegal Payload Ideas===
===Illegal Payload Ideas===
* [[Chloral Hydrate]] [[Smoke]]:
*'''Lethal Knockout [[Smoke]]''':
*# 10x Phosporous, 10x Potassium,  
*#Bottle: 10x Phosporous, 10x Potassium, 10x [[Chloral Hydrate]]
*# 10x Sugar, 30x [[Chloral Hydrate]]
*#Bottle: 10x Sugar, 20x [[Chloral Hydrate]]
 
*'''Small [[Guide to chemistry#Explosion|Explosive]]''':
*#Bottle: 30x Potassium
*#Bottle: 30x Water
*'''Lethal Meth grenade'''
*#Beaker: 10x Phosphorous, 10x Potassium, 30x Meth
*#Beaker: 10x Sugar, 40x Meth
==Triggers==
The grenade will be work differently depending on the trigger used in it's construction:
*[[Cable]]: Goes off after 5 seconds by default, a screwdriver can be used to toggle between 3 and 5 seconds while a [[Multitool]] can choose any value between 3 and 5 seconds.
*[[Timer]]: Goes off after a certain time has elapsed, the timer must be set before attaching.
*[[Mousetrap]]: Primed when whatever container it's in is opened.
*[[Proximity Sensor]]: Primed when something moves within the sensor's set range, a screwdriver or multitool can be used to set a time between 3 and 5 seconds.
*[[Remote Signaling Device]]: Primed when another remote signaler pulses the same frequency, a screwdriver or multitool can be used to set a time between 3 and 5 seconds.
*[[Voice Analyzer]]: Primed when the trigger word is said out loud, a screwdriver or multitool can be used to set a time between 3 and 5 seconds.
*Health Sensor: Goes off whenever the holder is in critical condition or dead.
==Use==
==Use==
The grenade will be called different things depending on the trigger:
Use a grenade in hand to activate it in case of a [[Cable]] trigger. If any other kind of trigger is used, the trigger's default menu will open and allow for it's settings to be changed and activated.
*Grenade - Timer: Goes off after a certain time has elapsed
Use a multitool on the grenade to set delays precisely.
*Contact Mine - Mousetrap: Goes off when stepped on
*Proximity Mine - Proximity Sensor: Goes off when something moves adjacent (there is an arming period)
*Remote Mine - Signaler: Goes off when it receives the correct code via radio
*Tripwire Mine - Infrared Emitter: When triggered, a laser beam (either invisible or red) will extend out in the direction the grenade is facing (it can be rotated before use). If that beam is disturbed, the grenade will go off.
 
Everything except the Contact Mine has options you can set with a multitool once the grenade is completed.  This lets you set the time on a grenade, set infrared lasers to visible, alter the signaler frequency, etc.


When the grenade goes off, the chemical beakers inside will mix their contents. If the mixture causes an effect (smoke, an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be spread over everything in range. A grenade filled with Space Lube, for instance, will coat every nearby floor surface with slippery goop; a grenade filled with Mindbreaker Toxin will cause everyone unlucky enough to be in range to trip fucking balls.
When the grenade goes off, the chemical beakers/bottles inside will mix their contents. If the mixture causes an effect ([[Smoke]], an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be spread over everything in range. A grenade filled with [[Space Lube]], for instance, will coat every nearby floor surface with slippery goop; a grenade filled with [[Mindbreaker Toxin]] will cause everyone unlucky enough to be in range to trip fucking balls.


If a chemical grenade is affected by an EMP, it has a 40% chance to go off instantly. This is a 20% chance if the EMP is weak, however.
===Disarming===
===Disarming===
If you use a multitool on a grenade, you will have access to the trigger assembly.  Most will cause a dialog box to pop up with options, which will allow you to disarm a live grenade (or, potentially, set off an unarmed grenade).
If you use [[Wirecutters]] on a Grenade, you will unsecure it and there by stop it's timer. A [[Wrench]] can then be used to remove the payload to prevent anyone from rearming it.
[[Category:Weapons]][[Category:Objects]]
[[Category:Weapons]]
[[Category:Objects]]
[[Category:Guides]]

Latest revision as of 17:43, 2 December 2022

Grenades are made of three things: Chemicals, trigger assemblies, and a crunchy candy coating (usually made of metal). When you arm them, the trigger sits there, waiting patiently for an excuse to go off, until finally the grenade primes, the chemicals mix, and whatever happens, happens.

Construction

  1. Obtain a Grenade Casing (regular or large), one to two bottles or beakers full of your payload (see below for ideas), and a Cable Coil.
    • You can create a slime core grenade by substituting a slime core for one of the bottles, but only when using a Large Grenade Casing obtained from R&D. Be sure you have another bottle with the necessary reagent, or the slime core won't do anything!
  2. Attach the Cable Coil to the Grenade Casing.
    • The Cable Coil can be replaced by a trigger if another kind of bomb is desired.
      1. Open the control panel on your trigger and adjust settings as desired.
        • Possible triggers: Timer, Proximity Sensor, Health Sensor, Mousetrap, Remote Signaling Device or Voice Analyzer.
      2. Use the grenade to open the wire panel.
      3. Hold the trigger in your active hand.
      4. Press "Attach" to add the trigger.
  3. Insert the bottles or breakers with your payload into the Unsecured Grenade.
  4. Use Screwdriver on the Unsecured Grenade to finish the Grenade (takes three seconds).

A Wrench can be used to extract the payload from an Unsecured Grenade. If the Wrench is used on an empty Unsecured Grenade the trigger will be removed and leave it to be just a Grenade Casing.

For a list of possible chemical reactions, see the Guide to chemistry. Note that some reactions go off immediately when mixed, and must be separated into two bottles. Also note that slime cores are volatile, and when used in grenades, some reagents may be lost.

Obtaining the Materials

Grenade Casing.png
Grenade Casing
Grenade Casing
Large Grenade Casing.png
Large Grenade Casing
Large Grenade Casing
Adv grenade.png
Advanced Release Grenade
Advanced Release Grenade
Pyro grenade.png
Pyro Grenade
Pyro Grenade
CableCoils.png
Cable Coil
Cable Coil
Timer.png
Timer
Timer
Mousetrap.png
Mousetrap
Mousetrap
Prox Sensor.png
Proximity Sensor
Proximity Sensor
Signaler.png
Remote Signaling Device
Remote Signaling Device
Voice Analyzer.png
Voice Analyzer
Voice Analyzer
Health sensor.png
Health Sensor
Health Sensor
Slimecore.png
Slime Core
Slime Core
Bottle.png
Bottle
Bottle
Beaker.png
Beaker
Beaker

Legal Payload Ideas

Illegal Payload Ideas

  • Lethal Knockout Smoke:
    1. Bottle: 10x Phosporous, 10x Potassium, 10x Chloral Hydrate
    2. Bottle: 10x Sugar, 20x Chloral Hydrate
  • Small Explosive:
    1. Bottle: 30x Potassium
    2. Bottle: 30x Water
  • Lethal Meth grenade
    1. Beaker: 10x Phosphorous, 10x Potassium, 30x Meth
    2. Beaker: 10x Sugar, 40x Meth

Triggers

The grenade will be work differently depending on the trigger used in it's construction:

  • Cable: Goes off after 5 seconds by default, a screwdriver can be used to toggle between 3 and 5 seconds while a Multitool can choose any value between 3 and 5 seconds.
  • Timer: Goes off after a certain time has elapsed, the timer must be set before attaching.
  • Mousetrap: Primed when whatever container it's in is opened.
  • Proximity Sensor: Primed when something moves within the sensor's set range, a screwdriver or multitool can be used to set a time between 3 and 5 seconds.
  • Remote Signaling Device: Primed when another remote signaler pulses the same frequency, a screwdriver or multitool can be used to set a time between 3 and 5 seconds.
  • Voice Analyzer: Primed when the trigger word is said out loud, a screwdriver or multitool can be used to set a time between 3 and 5 seconds.
  • Health Sensor: Goes off whenever the holder is in critical condition or dead.

Use

Use a grenade in hand to activate it in case of a Cable trigger. If any other kind of trigger is used, the trigger's default menu will open and allow for it's settings to be changed and activated. Use a multitool on the grenade to set delays precisely.

When the grenade goes off, the chemical beakers/bottles inside will mix their contents. If the mixture causes an effect (Smoke, an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be spread over everything in range. A grenade filled with Space Lube, for instance, will coat every nearby floor surface with slippery goop; a grenade filled with Mindbreaker Toxin will cause everyone unlucky enough to be in range to trip fucking balls.

If a chemical grenade is affected by an EMP, it has a 40% chance to go off instantly. This is a 20% chance if the EMP is weak, however.

Disarming

If you use Wirecutters on a Grenade, you will unsecure it and there by stop it's timer. A Wrench can then be used to remove the payload to prevent anyone from rearming it.