Grenade: различия между версиями
imported>Angust (→Use: Fixed link.) |
imported>Angust (→Use: You can't disarm live nades.) |
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===Disarming=== | ===Disarming=== | ||
If you use [[Wirecutters]] on a Grenade, you will unsecure it | If you use [[Wirecutters]] on a Grenade, you will unsecure it, but this doesn't work on activated grenades. 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]] |
Версия от 16:38, 14 июня 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
- 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 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.
- Attach the cable coil to the Grenade Casing.
- After adding cable coil , you can also add a trigger if any other type of grenade than "activate+throw" is desired.
- Use your trigger in hand to adjust settings as desired (some of them will open a window).
- Use a screwdriver on the trigger so it "can be attached". Some triggers are already in "can be attached" mode by default.
- 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.
- After adding cable coil , you can also add a trigger if any other type of grenade than "activate+throw" is desired.
- Insert the bottles or beakers with your desired chemicals (will be mixed when grenade is triggered) into the unsecured chemical grenade.
- Use screwdriver on the unsecured chemical grenade to finish the Grenade .
- If you only used cable coil to craft the grenade, use a screwdriver on the finished grenade to toggle its timer 3 and 5 seconds. Or use a multitool 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
- 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
- Most triggers can be found in Vendomat vending machines.
- Autolathes can produce Timers, Remote Signaling Devices, Health Sensors 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: 30u Iron/Aluminium
- Bottle: 10u Foaming Agent, 10u Fluorosulfuric Acid
- Cleaner:
- Beaker: 40u Fluorosurfactant
- Beaker: 40u Water, 10u Space Cleaner
- Tear Gas:
- Beaker: 25u Condensed Capsaicin, 25u Potassium
- Beaker: 25u Phosphorus, 25u Sugar
- Plant Killer
- Beaker: 25u Sugar, 25u Plant-B-Gone
- Beaker: 25u Potassium, 25u Phosphorous
Illegal Payload Ideas
- Knockout Smoke:
- Bottle: 10u Phosporous, 10u Potassium, 10u Chloral Hydrate
- Bottle: 10u Sugar, 20u Chloral Hydrate
- Small Explosive:
- Bottle: 30u Potassium
- Bottle: 30u Water
- Lethal Meth Grenade
- Beaker: 10u Phosphorous, 10u Potassium, 30u 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.
- Fluorosulphuric Foam Grenade
- Beaker: 30u Fluorosurfactant, 20u Fluorosulfuric Acid
- Beaker: 30u Water, 20u Fluorosulfuric Acid
- Will deal damage. Victims will likely slip in the foam and fall down, causing even more damage.
- Silent Murder
- Beaker: 15u Phosphorous, 15u Potassium, 20u Mute Toxin
- Beaker: 15u Sugar, 35u Cyanide
- 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 attach a trigger (see construction):
- Cable only: Goes off after 5 seconds by default. Use screwdriver to toggle between 3 and 5 seconds.
- Timer: Goes off after a certain time has elapsed. You must set the timer before you attach it to the grenade (it's fine to keep it on "not timing"). Then using the finished grenade will make that timer start ticking instead of the normal 3 or 5 seconds.
- Mousetrap: Goes off when stepped on, or when its current container is opened.
- Proximity Sensor: Goes off when something moves within a chosen range (there is an arming period). Set it up before attaching. Then using the finished grenade in hand will start the activation timer, which gives you time to place it.
- Remote Signaling Device: Goes off when it receives the correct code via another Remote Signaling Device. Finished grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand.
- [[[Voice Analyzer]]: Goes off when the trigger phrase is said out loud, after a short delay (record phrase with voice analyzer beforehand). Finished grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand.
- 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).
- 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 will have different effects depending on trigger (se triggers list).
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, but this doesn't work on activated grenades. A Wrench can then be used to remove the payload to prevent anyone from rearming it.