Difference between revisions of "Grenade"

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* Can be thrown into diagonal walls, exploding on the far side
 
* Can be thrown into diagonal walls, exploding on the far side
 
* Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno]
 
* Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno]
* Primed grenades will not time out and explode in inventory, but timer will start if wielder falls unconscious or dead and drops equipment
+
* Primed grenades will not time out and explode in inventory, but timer will start if wielder falls unconscious or dead and drops equipment '''(Note: timer will count down, it just won't detonate when it hits 0 if it's still in inventory)'''
 
* Grenades improve normal firing accuracy as well as throwing accuracy when used for a kill -see [[Experience]]
 
* Grenades improve normal firing accuracy as well as throwing accuracy when used for a kill -see [[Experience]]
 
* If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno]
 
* If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno]
* [[Grenade Relay]] allows soldiers with more TU's to prime grenades and throw them on to front-line soldiers with less TU's, who then only incur (pickup cost+throw cost) TU's to put grenade on the target
+
* [[Grenade Relay]] allows soldiers with more TU's to prime grenades and throw them on to front-line soldiers with less TU's, who then only incur (pickup cost+throw cost) TU's to put grenade on the target '''(Note: You actually spend more TUS - but the important point is that the front-line soldier (the one who suffers the most from reaction shots) will not lose 75% overall time units (+item move costs) just to arm and throw a grenade)'''

Revision as of 07:55, 26 April 2005

The humble fragmentation grenade. Although useless against, say, Cyberdisks at higher difficulty settings, it is still a cheap area-effect indirect-fire weapon. Which is to say, it can hurt or kill several closely-grouped weakly-armored aliens at the same time, and you can throw it over obstacles or from behind cover.

Stats

Tips & Tricks

  • Timers are most commonly set to 0 (end of your turn) or 1 (end of alien turn)
  • Can be thrown up through ceilings, exploding on floor above (HE rounds also do this) - see Exploits
  • Can be thrown into diagonal walls, exploding on the far side
  • Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno]
  • Primed grenades will not time out and explode in inventory, but timer will start if wielder falls unconscious or dead and drops equipment (Note: timer will count down, it just won't detonate when it hits 0 if it's still in inventory)
  • Grenades improve normal firing accuracy as well as throwing accuracy when used for a kill -see Experience
  • If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno]
  • Grenade Relay allows soldiers with more TU's to prime grenades and throw them on to front-line soldiers with less TU's, who then only incur (pickup cost+throw cost) TU's to put grenade on the target (Note: You actually spend more TUS - but the important point is that the front-line soldier (the one who suffers the most from reaction shots) will not lose 75% overall time units (+item move costs) just to arm and throw a grenade)