Grenade: Difference between revisions

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imported>Deantwo
m (Updated to match the changes I made on http://www.ss13.eu/wiki/index.php/Grenade)
imported>Deantwo
(Updated to match my changes in https://github.com/tgstation/-tg-station/pull/3698, may need more updating.)
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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 bottles or beakers full of your payload (see below for ideas), and a Cable Coil.
#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!
#Attach the Cable Coil to the Grenade Casing.
#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.
#*The Cable Coil can be replaced by a trigger assembly if another kind of bomb is desired.
#*#Use a screwdriver to ready the Igniter and trigger for assembly. When they are "can be attached", use one on the other to create an (trigger)-Igniter Assembly.
#*#Use a screwdriver to ready the Igniter and trigger for assembly. When they are "can be attached", use one on the other to create an (trigger)-Igniter Assembly.
#*#*Possible triggers: Timer, Proximity Sensor, Mousetrap, Remote Signaling Device, Voice Analyzer, or Infrared Emitter.
#*#*Possible triggers: Timer, Proximity Sensor, Mousetrap, Remote Signaling Device, Voice Analyzer, or Infrared Emitter.
#*#Attach the (trigger)-Igniter Assembly to the Grenade Casing.
#*#Attach the (trigger)-Igniter Assembly to the Grenade Casing.
#Insert the bottles or breakers with your payload into the Grenade Casing.  There will be no getting them back out, be sure you're happy with it.
#Insert the bottles or breakers with your payload into the Unsecured Grenade.
#Screwdriver the grenade one more time to finish construction
#Screwdriver the grenade finish construction


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.
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 Casing]]s can be made by using a [[Metal Sheet]].
*Standard [[Grenade Casing]]s can be made by using a [[Metal Sheet]]
*[[Large Grenade Casing]]s 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
*[[Cable Coil]]s can be found in chemistry, [[Art Storage]], [[Engineering]], and many other places.
*[[Cable Coil]]s can be found in chemistry, [[Art Storage]], [[Engineering]], and many other places
*[[Igniter]]s can be found in R&D, and in [[Vendomat|Vendomat vending machines]].
*[[Igniter]]s can be found in R&D, and in [[Vendomat|Vendomat vending machines]]
*Most triggers can be found in R&D, and in [[Vendomat|Vendomat vending machines]].
*Most triggers can be found in R&D, and in [[Vendomat|Vendomat vending machines]]
*[[Autolathe]]s can produce Igniters, Timers, Remote Signaling Devices, and Infrared Emitters.
*[[Autolathe]]s can produce Igniters, Timers, Remote Signaling Devices, and Infrared Emitters
*[[Slime Core]]s can only be obtained through [[Xenobiology]].
*[[Slime Core]]s can only be obtained through [[Xenobiology]]
*The chemicals necessary for the most interesting grenades can only be produced in [[Chemistry]].
*[[Bottle]]s and [[Beaker]]s can be found in [[Chemistry]]
*The chemicals necessary for the most interesting grenades can only be produced in [[Chemistry]]


{|
{|
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*# Bottle: 30x Potassium
*# Bottle: 30x Potassium
*# Bottle: 30x Water
*# Bottle: 30x Water
==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==
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 - [[Cable]]: Goes off after 5 seconds. [[Igniter]] not required
*Grenade - [[Timer]]: Goes off after a certain time has elapsed
*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 - [[Remote Signaling Device]]: Goes off when it receives the correct code via radio
*Password Mine - [[Voice Analyzer]]: Goes off when the trigger word is said out loud.
*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/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.


===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 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.


[[Category:Weapons]][[Category:Objects]][[Category:Guides]]
[[Category:Weapons]][[Category:Objects]][[Category:Guides]]

Revision as of 21:31, 5 June 2014

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 assembly if another kind of bomb is desired.
      1. Use a screwdriver to ready the Igniter and trigger for assembly. When they are "can be attached", use one on the other to create an (trigger)-Igniter Assembly.
        • Possible triggers: Timer, Proximity Sensor, Mousetrap, Remote Signaling Device, Voice Analyzer, or Infrared Emitter.
      2. Attach the (trigger)-Igniter Assembly to the Grenade Casing.
  3. Insert the bottles or breakers with your payload into the Unsecured Grenade.
  4. Screwdriver the grenade finish construction

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
Cable Coil
Cable Coil
Igniter
Igniter
Timer
Timer
Mousetrap
Mousetrap
Proximity Sensor
Proximity Sensor
Remote Signaling Device
Remote Signaling Device
Voice Analyzer
Voice Analyzer
Infrared Emitter
Infrared Emitter
Slime Core
Slime Core
Bottle
Bottle
Beaker
Beaker

Legal Payload Ideas

Illegal Payload Ideas

Triggers

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

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.