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m (Fixes wrong wording about disarming grenades) |
m (→Use: adds two sentences about emp = boom) |
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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. | 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 [[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. | 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. |
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