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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.)
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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.
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