Grenade: Difference between revisions
Monster860 (talk | contribs) m (1 revision imported) |
(No difference)
|
Latest revision as of 00:53, 2 October 2016
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
- 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!
- Attach the Cable Coil to the Grenade Casing.
- The Cable Coil can be replaced by a trigger assembly if another kind of bomb is desired.
- Open the control panel on your trigger and adjust settings as desired.
- Possible triggers: Timer, Proximity Sensor, Mousetrap, Remote Signaling Device, Voice Analyzer, or Infrared Emitter.
- Use screwdriver on the Igniter and trigger so they "can be attached".
- When they are "can be attached", use one on the other to create an (trigger)-Igniter Assembly.
- Use screwdriver on the (trigger)-Igniter Assembly so it "can be attached".
- Attach the (trigger)-Igniter Assembly to the Grenade Casing.
- Open the control panel on your trigger and adjust settings as desired.
- The Cable Coil can be replaced by a trigger assembly if another kind of bomb is desired.
- Insert the bottles or breakers with your payload into the Unsecured Grenade.
- 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
- Standard Grenade Casings can be made by using a Metal Sheet
- Large Grenade Casings are made by R&D after some research
- Pyro Grenades and Advanced Release Grenades are made by RnD as well
- Cable Coils can be found in chemistry, Art Storage, Engineering, and many other places
- Igniters can be found in R&D, and in Vendomat vending machines
- Most triggers can be found in R&D, and in Vendomat vending machines
- Autolathes can produce Igniters, Timers, Remote Signaling Devices, and Infrared Emitters
- Slime Cores can only be obtained through Xenobiology
- Bottles and Beakers can be found in Chemistry
- The chemicals necessary for the most interesting grenades can only be produced in Chemistry
Legal Payload Ideas
- Metal Foam:
- Bottle: 30x Iron/Aluminium
- 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
- Lethal Knockout Smoke:
- Bottle: 10x Phosporous, 10x Potassium, 10x Chloral Hydrate
- Bottle: 10x Sugar, 20x Chloral Hydrate
- Small Explosive:
- Bottle: 30x Potassium
- Bottle: 30x Water
- Lethal Meth grenade
- Beaker: 10x Phosphorous, 10x Potassium, 30x Meth
- Beaker: 10x Sugar, 40x Meth
- Tested on a chef in a confined space. Flailed around uncontrollably and quickly became retarded before dropping into crit. Died shortly after going into crit from an insane amount of toxin damage.
Triggers
The grenade will be work differently depending on the trigger used in it's construction:
- Cable: Goes off after 5 seconds
- Igniter+Timer: Goes off after a certain time has elapsed
- Igniter+Mousetrap: Goes off when stepped on
- Igniter+Proximity Sensor: Goes off when something moves adjacent (there is an arming period)
- Igniter+Remote Signaling Device: Goes off when it receives the correct code via radio
- Igniter+Voice Analyzer: Goes off when the trigger word is said out loud
- Igniter+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
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.
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.
Disarming
If you use a Screwdriver 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.