Grenade: Difference between revisions

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imported>Angust
(→‎Use: Ordinary nates heat their contents by 10 kelvin, if that number is still accurate. Made link to space lube work and removed incorrect statement about splashed grenades with mindbreaker making people trip balls.)
imported>Angust
(Updated several links to chems. Replaced x with u for units. Reworded/updated a few things suggested loadouts. Updated triggers a bit with some extra info.)
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===Legal Payload Ideas===
===Legal Payload Ideas===
* '''[[Metal Foam]]''':
* '''[[Metal Foam]]''':
*# Bottle: 30x Iron/Aluminium
*# Bottle: 30u Iron/Aluminium
*# Bottle: 10x [[Foaming Agent]], 10x [[Fluorosulfuric Acid]]
*# Bottle: 10u [[Guide_to_chemistry#Foaming_Agent|Foaming Agent]], 10u [[Guide_to_chemistry#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
* '''Cleaner''':
* '''Cleaner''':
*# Beaker: 40x [[Foam Surfactant]]
*# Beaker: 40u [[Guide_to_chemistry#Fluorosurfactant|Fluorosurfactant]]
*# Beaker: 40x Water, 10x [[Space Cleaner]]
*# Beaker: 40u Water, 10u [[Guide_to_chemistry#Space_Cleaner|Space Cleaner]]
* '''Tear Gas''':
* '''Tear Gas''':
*# Beaker: 25x [[Condensed Capsaicin]], 25x Potassium
*# Beaker: 25u [[Guide_to_chemistry#Condensed_Capsaicin|Condensed Capsaicin]], 25u Potassium
*# Beaker: 25x Phosphorus, 25x Sugar
*# Beaker: 25u Phosphorus, 25u Sugar
* '''Plant Killer'''
* '''Plant Killer'''
*# Beaker: 25x Sugar, 25x [[Guide to chemistry#Plant-B-Gone|Plant-B-Gone]]
*# Beaker: 25u Sugar, 25u [[Guide_to_chemistry#Plant-B-Gone|Plant-B-Gone]]
*# Beaker: 25x Potassium, 25x Phosphorous
*# Beaker: 25u Potassium, 25u Phosphorous


===Illegal Payload Ideas===
===Illegal Payload Ideas===
* '''Lethal Knockout [[Smoke]]''':
* '''Knockout [[Guide_to_chemistry#Smoke|Smoke]]''':
*# Bottle: 10x Phosporous, 10x Potassium, 10x [[Chloral Hydrate]]
*# Bottle: 10u Phosporous, 10u Potassium, 10u [[Guide to chemistry#Chloral_Hydrate|Chloral Hydrate]]
*# Bottle: 10x Sugar, 20x [[Chloral Hydrate]]
*# Bottle: 10u Sugar, 20u [[Guide to chemistry#Chloral_Hydrate|Chloral Hydrate]]
* '''Small [[Guide to chemistry#Explosion|Explosive]]''':
* '''Small [[Guide_to_chemistry#Explosion|Explosive]]''':
*# Bottle: 30x Potassium
*# Bottle: 30u Potassium
*# Bottle: 30x Water
*# Bottle: 30u Water
* '''Lethal Meth Grenade'''
* '''Lethal Meth Grenade'''
*# Beaker: 10x Phosphorous, 10x Potassium, 30x Meth
*# Beaker: 10u Phosphorous, 10u Potassium, 30u Meth
*# Beaker: 10x Sugar, 40x Meth
*# Beaker: 10u Sugar, 40u 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.
*## 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.
* '''Flourosulphuric Foam Grenade'''
* '''Fluorosulphuric Foam Grenade'''
*# Beaker: 30x [[Foam Surfactant]], 20x [[Fluorosulfuric Acid]]
*# Beaker: 30u [[Guide_to_chemistry#Fluorosurfactant|Fluorosurfactant]], 20u [[Guide_to_chemistry#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
*# Beaker: 30x Water, 20x [[Fluorosulfuric Acid]]
*# Beaker: 30u Water, 20u [[Guide_to_chemistry#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
*## Will deal very large amounts of damage. Victims will likely slip in the foam and fall down, causing even more damage.
*## Will deal damage over time. Victims will likely slip in the foam and fall down, causing even more damage.
* '''Silent Murder'''
* '''Silent Murder'''
*# Beaker: 15x Phosphorous, 15x Potassium, 20x [[Guide to chemistry#Mute_Toxin|Mute Toxin]]
*# Beaker: 15u Phosphorous, 15u Potassium, 20u [[Guide_to_chemistry#Mute_Toxin|Mute Toxin]]
*# Beaker: 15x Sugar, 35x [[Cyanide]]
*# Beaker: 15u Sugar, 35u [[Guide_to_chemistry#Cyanide|Cyanide]]
*## Silences victims, then kills them with cyanide. When [[Beyond the impossible|used correctly]], it is a very powerful tool for mass murder. For bonus points, use a voice analyzer so it kills the [[Clown|clown]] the next time he HONKs.
*## Silences victims, then kills them very slowly with [[Guide_to_chemistry#Cyanide|Cyanide]]. When [[Beyond the impossible|used correctly]], it is a possible tool for mass murder. For bonus points, use a voice analyzer so it kills the [[Clown|clown]] the next time he HONKs.


==Triggers==
==Triggers==
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*[[Cable]]: Goes off after 5 seconds
*[[Cable]]: Goes off after 5 seconds
*[[Igniter]]+[[Timer]]: Goes off after a certain time has elapsed
*[[Igniter]]+[[Timer]]: Goes off after a certain time has elapsed
*[[Igniter]]+[[Mousetrap]]: Goes off when stepped on
*[[Igniter]]+[[Mousetrap]]: Goes off when stepped on, or when its current container is opened
*[[Igniter]]+[[Proximity Sensor]]: Goes off when something moves adjacent (there is an arming period)
*[[Igniter]]+[[Proximity Sensor]]: Goes off when something moves within a chosen range (there is an arming period)
*[[Igniter]]+[[Remote Signaling Device]]: Goes off when it receives the correct code via radio
*[[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]]+[[Voice Analyzer]]: Goes off when the trigger phrase is said out loud, after a short delay (record phrase with voice analyzer beforehand)
*[[Igniter]]+[[Health Sensor]]: Goes off when the person carrying it is in crit or dead
*[[Igniter]]+[[Health Sensor]]: Goes off when the person carrying it is in crit or dead (use a multitool on the health sensor to toggle crit/death)
*[[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
*[[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 by dragging it). If that beam is disturbed, the grenade will go off


==Use==
==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 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 and heat them by 10°K (or 500°K if you use a [[Research_items#Pyro_Grenade|Pyro Grenade]]). If the mixture causes an effect ([[Smoke]], an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be splashed on everything nearby. A grenade filled with [[Guide_to_chemistry#Space_Lube|Space Lube]], for instance, will coat every nearby floor surface with slippery goop.  
When the grenade goes off, the chemical beakers/bottles inside will mix their contents and heat them by 10°K (or 500°K if you use a [[Research_items#Pyro_Grenade|Pyro Grenade]]). If the mixture causes an effect ([[Guide_to_chemistry#Smoke|Smoke]], an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be splashed on everything nearby. A grenade filled with [[Guide_to_chemistry#Space_Lube|Space Lube]], for instance, will coat every nearby floor surface with slippery goop.  


===Disarming===
===Disarming===

Revision as of 18:09, 8 February 2019

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. Open the control panel on your trigger and adjust settings as desired.
        • Possible triggers: Timer, Proximity Sensor, Mousetrap, Remote Signaling Device, Voice Analyzer, Health Sensor or Infrared Emitter.
      2. Use screwdriver on the Igniter and trigger so they "can be attached".
      3. When they are "can be attached", use one on the other to create an (trigger)-Igniter Assembly.
      4. Use screwdriver on the (trigger)-Igniter Assembly so it "can be attached".
      5. Attach the (trigger)-Igniter Assembly to the Grenade Casing.
  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
Igniter
Igniter
Timer
Timer
Mousetrap
Mousetrap
Proximity Sensor
Proximity Sensor
Remote Signaling Device
Remote Signaling Device
Voice Analyzer
Voice Analyzer
Infrared Emitter
Infrared Emitter
Health Sensor
Health Sensor
Slime Core
Slime Core
Bottle
Bottle
Beaker
Beaker

Legal Payload Ideas

Illegal Payload Ideas

  • Knockout Smoke:
    1. Bottle: 10u Phosporous, 10u Potassium, 10u Chloral Hydrate
    2. Bottle: 10u Sugar, 20u Chloral Hydrate
  • Small Explosive:
    1. Bottle: 30u Potassium
    2. Bottle: 30u Water
  • Lethal Meth Grenade
    1. Beaker: 10u Phosphorous, 10u Potassium, 30u Meth
    2. Beaker: 10u Sugar, 40u Meth
      1. 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.
  • Fluorosulphuric Foam Grenade
    1. Beaker: 30u Fluorosurfactant, 20u Fluorosulfuric Acid
    2. Beaker: 30u Water, 20u Fluorosulfuric Acid
      1. Will deal damage over time. Victims will likely slip in the foam and fall down, causing even more damage.
  • Silent Murder
    1. Beaker: 15u Phosphorous, 15u Potassium, 20u Mute Toxin
    2. Beaker: 15u Sugar, 35u Cyanide
      1. Silences victims, then kills them very slowly with Cyanide. When used correctly, it is a possible tool for mass murder. For bonus points, use a voice analyzer so it kills the clown the next time he HONKs.

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, or when its current container is opened
  • Igniter+Proximity Sensor: Goes off when something moves within a chosen range (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 phrase is said out loud, after a short delay (record phrase with voice analyzer beforehand)
  • Igniter+Health Sensor: Goes off when the person carrying it is in crit or dead (use a multitool on the health sensor to toggle crit/death)
  • 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 by dragging it). 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 and heat them by 10°K (or 500°K if you use a Pyro Grenade). If the mixture causes an effect (Smoke, an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be splashed on everything nearby. A grenade filled with Space Lube, for instance, will coat every nearby floor surface with slippery goop.

Disarming

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