Difference between revisions of "Grenade"

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(→‎Triggers: Updated for Tlals latest trigger change.)
(→‎Construction: Updated for Tlals latest change where you now always add cable first. More complicated than I thought and I misunderstood how it worked first. Undocumented changes, like instant grenades being removed. Many bugs.)
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#*For the strongest grenades you will need to use [[Medical_items#Bluespace_Beaker|Bluespace Beakers]], which also only fit in [[Research_items#Large_Grenade_Casing|Large Grenade Casings]].  
 
#*For the strongest grenades you will need to use [[Medical_items#Bluespace_Beaker|Bluespace Beakers]], which also only fit in [[Research_items#Large_Grenade_Casing|Large Grenade Casings]].  
 
#Attach the [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]] to the Grenade Casing.
 
#Attach the [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]] to the Grenade Casing.
#*The [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]] can be replaced by a trigger assembly if another kind of bomb is desired.
+
#*After adding [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]], you can also add a [[#Triggers|trigger]] if any other type of grenade than "activate+throw" is desired.
#*#Open the control panel on your trigger and adjust settings as desired.
+
#*#Use your [[#Triggers|trigger]] in hand to adjust settings as desired (some of them will open a window).
#*#*Possible triggers: Timer, Proximity Sensor, Mousetrap, Remote Signaling Device, Voice Analyzer, Health Sensor or Infrared Emitter.
+
#*#Use a [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the [[#Triggers|trigger]] so it "can be attached". Some [[#Triggers|triggers]] are already in "can be attached" mode by default.  
#*#Use [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the Igniter and trigger so they "can be attached".
+
#*#Use the [[#Triggers|trigger]] (or a multitool) on the unsecured chemical grenade to open a [[Hacking|"hacking"]] window. Click "attach" with the [[#Triggers|trigger]] in hand to attach it. Then close the hacking window.  
#*#When they are "can be attached", use one on the other to create an ''(trigger)-Igniter [[#Triggers|Assembly]]''.
+
#Insert the bottles or beakers with your desired [[Guide_to_chemistry|chemicals]] (will be mixed when grenade is triggered) into the unsecured chemical grenade.
#*#Use [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the ''(trigger)-Igniter [[#Triggers|Assembly]]'' so it "can be attached".
+
#Use [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the unsecured chemical grenade to finish the Grenade [[File:Grenade.png]].
#*#Attach the ''(trigger)-Igniter [[#Triggers|Assembly]]'' to the Grenade Casing.
+
#If you only used [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]] to craft the grenade, use a [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the finished grenade [[File:Grenade.png]] to toggle its timer 3 and 5 seconds. Or use a [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] to choose any timer value between 3 and 5 seconds (or instant). This also works with some other [[#Triggers|triggers]]
#Insert the bottles or breakers with your payload into the Unsecured Grenade.
 
#Use [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the Unsecured Grenade to finish the Grenade [[File:Grenade.png]].
 
#If you used [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]] to craft the grenade, use a [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the finished grenade [[File:Grenade.png]] to toggle its timer between instant, 3 seconds and 5 seconds. Or use a [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] to choose any timer value between 3 and 5 seconds (or instant).  
 
  
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.
+
A [[Wrench]] can be used to extract the payload from an unsecured chemical grenade. If the [[Wrench]] is used on an empty unsecured chemical grenade the [[Engineering_items#Cable_Coil|cable coil]] 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.
 
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.
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*[[Research items#Pyro Grenade|Pyro Grenades]] and [[Research items#Advanced Release Grenade|Advanced Release Grenades]] are made by RnD as well
 
*[[Research items#Pyro Grenade|Pyro Grenades]] and [[Research items#Advanced Release Grenade|Advanced Release Grenades]] are made by RnD as well
 
*[[Engineering_items#Cable_Coil|Cable coils]] [[File:CableCoils.png]] can be found in chemistry, [[Art Storage]], [[Engineering]], and many other places
 
*[[Engineering_items#Cable_Coil|Cable coils]] [[File:CableCoils.png]] 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]]
+
*Most triggers can be found in [[Vendomat|Vendomat vending machines]].
*Most triggers can be found in R&D, and in [[Vendomat|Vendomat vending machines]]
+
*[[Autolathe]]s can produce Timers, Remote Signaling Devices, Health Sensors and Infrared Emitters
*[[Autolathe]]s can produce Igniters, Timers, Remote Signaling Devices, Health Sensors and Infrared Emitters
 
 
*[[Slime Core]]s can only be obtained through [[Xenobiology]]
 
*[[Slime Core]]s can only be obtained through [[Xenobiology]]
 
*[[Bottle]]s and [[Beaker]]s can be found in [[Chemistry]]
 
*[[Bottle]]s and [[Beaker]]s can be found in [[Chemistry]]
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  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |name = [[Igniter]]
+
  |name = [[Igniter]] (no longer used to make triggers)
 
  |image = Igniter.png
 
  |image = Igniter.png
 
  }}
 
  }}

Revision as of 14:50, 12 June 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 CableCoils.png.
    • 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 researchable at R&D. Be sure you have another bottle with the necessary reagent, or the slime core won't do anything!
    • For the strongest grenades you will need to use Bluespace Beakers, which also only fit in Large Grenade Casings.
  2. Attach the cable coil CableCoils.png to the Grenade Casing.
    • After adding cable coil CableCoils.png, you can also add a trigger if any other type of grenade than "activate+throw" is desired.
      1. Use your trigger in hand to adjust settings as desired (some of them will open a window).
      2. Use a screwdriver Screwdriver tool.png on the trigger so it "can be attached". Some triggers are already in "can be attached" mode by default.
      3. Use the trigger (or a multitool) on the unsecured chemical grenade to open a "hacking" window. Click "attach" with the trigger in hand to attach it. Then close the hacking window.
  3. Insert the bottles or beakers with your desired chemicals (will be mixed when grenade is triggered) into the unsecured chemical grenade.
  4. Use screwdriver Screwdriver tool.png on the unsecured chemical grenade to finish the Grenade Grenade.png.
  5. If you only used cable coil CableCoils.png to craft the grenade, use a screwdriver Screwdriver tool.png on the finished grenade Grenade.png to toggle its timer 3 and 5 seconds. Or use a multitool Multitool.png to choose any timer value between 3 and 5 seconds (or instant). This also works with some other triggers

A Wrench can be used to extract the payload from an unsecured chemical grenade. If the Wrench is used on an empty unsecured chemical grenade the cable coil 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 (no longer used to make triggers)
Igniter (no longer used to make triggers)
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. 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 its construction. You must always start with Cable. After you have added Cable, you can choose to also add an igniter+(trigger) assembly (see construction) for special triggers:

  • Cable only: Goes off after 5 seconds by default
  • 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 activated, 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. When the grenade is activated, throw it by clicking on the target. Live (cable coil) grenades will be thrown regardless of "throw" mode being enabled or not.

If any other kind of trigger is used, activating the grenade in hand will make the trigger's default menu open, which lets you to change its settings and activate it.

When the grenade goes off, the chemical beakers/bottles inside will mix their contents and heat them by 10 Kelvin (or 500 Kelvin 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.