Grenade

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* grenade

Hitchhiker's Guide:
Stable (0.F-3) - [ grenade ]
Experimental - [ grenade ]

General
Materials iron / plastic
Volume 0.25 liters
Weight 0.397 lbs or 180 g
As a Tool
Ammo (start/max) (0 / 0)
Duration 0 turns
Other
Price 40 $
Use Action GRENADE
As a Melee Weapon
Bash Dmg 10
Cut Dmg 0
To Hit -1

Inactive:

 Use this item to pull the pin, turning it into an active grenade. You will then have five turns before it explodes; throwing it would be a good idea. 

Active:

 This grenade is active, and will explode any second now. Better throw it! 



Notes

  • Explodes in 5 turns after activated.
  • Basic blast is a 3x3 blast dealing 36 damage at the origin.
  • Total damage dealt is contained within a 5x5 radius.
  • Creates noise with a volume of 120.
  • Doesn't light fires.
  • Most of the damage is dealt by its 28 shrapnel shards that fire between 1 and 2 squares away from the explosion site, each dealing 20-60 points of damage.
  • Can be thrown blind around corners. wield the explosive, pull the pin, and peek (X) around the corner (in the sidebar a new option 'Press t to blind throw' should show up). Press throw and select the square you want to throw at, and throw the explosive around the corner.
  • Don't let the grenade fool you — it is not a lifesaver on its own! It creates a very loud noise and doesn't do too much damage. A zombie has 80 HP - 36 dmg at origin and 40 random shrapnel damage equals 76 that leaves zombie with 4 HP. Grenades are, however, great to soften up crowds or when you have plenty of them to throw.
Explosives
Pipe bomb · Grenade · Flashbang · EMP grenade · Scrambler grenade · Teargas canister · Smoke bomb · Molotov cocktail · Acid bomb · Dynamite · Pack of firecrackers · Firecracker · Mininuke · C4-Explosive · Radio dynamite · Radio pipe bomb · RDX charge · RDX sand bomb
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