Grenades

Grenades

[-Frag-]
[-
Flare-]
[-
Concussion-]
[-
Flash-]
[-
Caltrops-]
[-
Nail-]
[-
Mirv-]
[-
Laser Traps-]
[-
Napalm-]
[-
Hallucinogenic-] NOT IMPLEMENTED YET
[-
EMP-]

 

 

Frag Grenade

The Frag (short for Fragmentation) or Hand Grenade is the standard issue grenade. It is designed to explode and shatter sharp shrapnel in all directions. This grenade as a safety pin which (as long as it is pressed) prevents the Grenade from detonating in the hand. All classes are trained in the use of this grenade.

Frag Grenade
Flare

The Flare is not exactly a grenade in the common sense. It is a simple device that is constructed to light up a certain area or to be used as a signal for the rest of the team. After igniting the Flare you have to throw it away. It light for about 10 seconds before burning out. They are intended to light up the way to the mostly dark sniper posts. Thrown flares will stick to objects they hit.

Flare
Concussion Grenade

Concussion Grenades work somewhat similar to Fragmentation Grenades, but instead of shooting out sharp shrapnel in all directions they explode with a lot more force and shatter out small blunt pellets wich do only minor damage but confuse the victim. Depending on how near the victim stood to the explosion (and thus how many of the pellets ans with how much force) the time of his confusion in- or decreases. Only the Scout and the Combat Medic are equipped with this special and expensive kind of grenade. The Scout is intended to use the Grenades to either confuse following enemies or like the Combat Medic use them to get a small advandtage over their often stronger enemies.

Concussion Grenade
Flash Grenade

The Flash Grenade is, as the Concussion Grenade, intended to confuse Enemies. The Flash Grenade explodes with a bright flash which blinds the victims which face the explosion. For some seconds the victim is blinded seeing nothing but a white screen. Again as with the Concussion Grenade, the time of this Blinding depends on the place of the victim. After a few seconds the white screen slowly fades and finally disappears. Only the Spy is trained and equipped with Flash Grenades.

Flash Grenade
Caltrops

Caltrops are similar to the spikes used to flatten car tyres. The scout has canisters full of caltrops and after opening them 6 caltrops fall out. They do some minor damage against someone who trips on them and they greatly slow down the enemy by inflicting Leg damage. Be careful when using them because they don't distinguish between friend or enemy although Scouts are immune to them due to their special boots.

Caltrops
Nail Grenade

The Nail Grenade does not detonate in the common sense, instead it only, after landing on the ground, launches a small explosion which will throw the grenade in the air. While in the Air it shoots out sharp nails in all directions hurting or maiming everyone in range. It is very good to clear a room or force the enemy back into cover. Only the soldier is equipped with this grenade.

Nail Grenade
Mirv Grenade

The MIRV Grenade detonates like a normal Hand or Frag Grenade but instead of shouting out shrapnell the MIRV launches another XX Grenades which will then detonate like normal Hand grenades. Another Grenade which is good for room clearing. Due to it's great danger (as it is likely to hurt any unwary friends) only the Demolitionsman is equipped with this grenade.

MIRV Grenade
Laser Trap

Another speciality of the Demolitionsman. This Traps are used to be stuck to floors or walls. After three secondes the C4 Laser Trap projects a laser beam. As soon as something disrupts this beam the C4 explodes. Again the Laser Beam does not distinguish between enemy or friend, so be careful with these beasties and tell your teammates where you place them.

Laser Trap
Napalm Grenade

These Grenades are filled with white phosphor, a chemical which ignites after the contact with oxygen. After it explodes it sends flying phosphour all around the area. If someone runs into this phosphor, then he's likely to be set on fire. Only the Pyromaniac is equipped with these explosives. This is the only Grenade that explodes on impact.

Napalm Grenade
Hallucinogenic Grenade -NOT IMPLEMENTED YET-

This Grenade spits out a cloud if higly acidic gas which stays in place for some time. Anyone who enters the cloud will take minor damage until he leaves the cloud. Players infected by the Grenade begin to hallucinate. Only the Combat Medic is equipped with this grenades, which infect all classes except the Comabt Medics, which are immune to viral attacks(friendly as well ans those of the enemy.)

Hallucinogenic Grenade
EMP Grenade

The engineer carries this grenades. After detonating they activate a high magnetic field which lets all explosives in it's area (and sometimes even ammunition go up in a fireball.) Precise instrumetns like for example the scanner of the scout are also influenced and there is a change of blinding people using nightvision goggles due to the large magnetic output.

EMP Grenade