Grenade

Revision as of 21:19, 8 October 2022 by Skrem 7 (talk | contribs) (→‎Use: adds two sentences about emp = boom)

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.

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
Grenade Casing
 
Large Grenade Casing
Large Grenade Casing
 
Advanced Release Grenade
Advanced Release Grenade
 
Pyro Grenade
Pyro Grenade
 
Cable Coil
Cable Coil
 
Timer
Timer
 
Mousetrap
Mousetrap
 
Proximity Sensor
Proximity Sensor
 
Remote Signaling Device
Remote Signaling Device
 
Voice Analyzer
Voice Analyzer
 
Health Sensor
Health Sensor
 
Slime Core
Slime Core
 
Bottle
Bottle
 
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.