Hand Grenades | |
Cluster, Nerve and Pulse Grenades |
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"Anybody got a splatter shield?" | |
Frontiersmen | |
Personal Resources 2 |
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Abilities and Upgrades | |
Abilities: Cluster Explosion, Nerve Gas, Electrify |
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Miscellaneous | |
Tech Requirements: Research Hand Grenades (Armory) |
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Buy From: | Armory |
Purchase By: | Marines |
Limit: | 1 of 1 type per player |
Introduction
Hand Grenades are single-use Frontiersmen weapons researched by the Marine Commander at the Armory. There are three types of Hand Grenades: Cluster, Nerve Gas, and Pulse, each with different functions; One Hand Grenade is provided on each purchase, and each Marine may only carry 1 grenade type at a time. Hand Grenades are accessible from the weapon 5 slot. Hand Grenades are the only weapons that Marines will not drop upon death (other than Mines and the default Pistol and Axe).
Cluster Grenade | |||||||||||||||||||||||
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The Cluster Grenade specializes in dealing moderate damage over a large area. Once thrown, the Cluster Grenade explodes on impact, scattering smaller short-fused bombs into the vicinity. | ||||||||||||||||||||||
Nerve Gas Grenade | |||||||||||||||||||||||
The Nerve Gas Grenade specializes in dealing Armor damage over time in a wide area. Once thrown, the Nerve Gas Grenade lingers on the ground, as it emits a blue-colored gas cloud that dissipates after a short period. | |||||||||||||||||||||||
Pulse Grenade | |||||||||||||||||||||||
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The Pulse Grenade specializes in dealing high burst damage and reducing Kharaa lifeform attack speed in a small area. Once thrown, the Pulse Grenade explodes on impact or near impact, unleashing an energy pulse that electrocutes lifeforms for a short time. |
Player - Marine (Assault Rifle • Pistol • Switch-Axe)
Mechanics - Marine Commander • Power Nodes • Resource Model
Build - Command Station • Extractor • Infantry Portal • Armory • Robotics Factory (ARC • MAC) • Arms Lab
Game Information - Options • Maps • Console Commands • Patches
In Game - Damage Types • Status Icons • Ranking System • Badges