Difference between revisions of "Alien Grenade (EU2012)"

From UFOpaedia
Jump to navigation Jump to search
m
 
(8 intermediate revisions by 3 users not shown)
Line 1: Line 1:
==Description==
 
''Alien grenades are similar to ordinary grenades, but deal an increased amount of damage.''
 
 
== Stats ==
 
 
{{Ref Open | title = Alien Grenade}}
 
{{Ref Open | title = Alien Grenade}}
[[File:Aliengrenade_eu2012.png‎‎|right|320px]]
+
[[File:ALIEN GRENADE (EU2012).png‎‎|right|100px|Alien Grenade]]
* '''Blast radius''': 2 tiles
+
Although similar in function to the standard Frag grenade, the alien variant uses a more powerful explosive compound. Any artifacts caught in the blast radius will not be recoverable.
* '''Damage''': 5 to all targets in blast area
+
* The Alien Grenade has the same blast radius as the Frag Grenade: roughly 2 tiles
 +
* Does 5 damage to all targets in blast area
 +
* Friendly targets in the blast area are affected
 
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}
 
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}
  
 
==Notes==
 
==Notes==
*Friendly targets in the blast area are affected.
+
{{Weapon Data Box (EU2012)
*Drops from Mutons, Sectoid Commanders, Heavy Floaters and Muton Elites when stunned with Arc Thrower, or killed while Mind Control'ed.
+
|requires=N/A
*Alien Grenades can be used as a more deadly alternative to [[Frag_Grenade_(EU2012)|Frag Grenades]], but their number is limited to how many you acquired from the field.
+
|costs=N/A
*Alien Grenades do not have a research topic associated with them and can be used immediately when acquired.
+
|base damage=5
*Using Alien Grenade on the mission does not "spend" it. Meaning, if you had 4 Alien Grenades, equipped one and used it in the field, when you will be back at the base, you will still have 4 Alien Grenades. The amount of Alien Grenades available in the stores should not actually be considered as your stock of grenades, but how many soldiers you can equip with grenades simultaneoncely (ie: like how buying a Medikit lets it be used indefinitley for the rest of the campaign, but a limited amount of times ''per mission'').
+
|critical damage=None
*Once researched in the Foundry, Alien Grenades will become unlimited like the normal [[Frag Grenade (EU2012)|Grenade]]. But since the grenade aren't spent, there is no reason to take the upgrade.
+
|critical chance=None
 
+
|range= 17 squares
 +
|abilities=None
 +
}}
 +
*It can be captured from [[Muton (EU2012)|Mutons]], [[Sectoid Commander (EU2012)|Sectoid Commanders]], [[Heavy Floater (EU2012)|Heavy Floaters]] and [[Muton Elite (EU2012)|Muton Elites]] when stunned with [[Arc Thrower (EU2012)|Arc Thrower]], or killed while Mind Controlled.
 +
*Alien Grenades can be used as a more deadly alternative to [[Frag_Grenade_(EU2012)|Frag Grenades]], but their number is limited to how many you acquired from the field until the [[Foundry (EU2012)#Alien Grenades|Alien Grenades]] is developed at the Foundry.
 +
**Once this project is developed, Alien Grenades will become unlimited like normal Frag Grenades.
 +
**On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]], this project will also upgrade the Grenade Launcher of the [[MEC-2 Sentinel (EU2012)|MEC-2]] suit.
 +
*Alien Grenades do not have to be [[Research (EU2012)|researched]] and can be used immediately when acquired.
 +
*Using an Alien Grenade on a mission does not "spend" it. Meaning, if you had 4 Alien Grenades, equipped one and used it in the field, when returning to base, you will still have 4 Alien Grenades. The amount of Alien Grenades available in the stores should not actually be considered as your stock of grenades, but how many soldiers you can equip with grenades simultaneously (e.g.,: buying a [[Medikit (EU2012)|Medikit]] allows it to be used indefinitely for the rest of the campaign, but a limited amount of times ''per mission'').
 +
*Alien Grenades can only be lost if playing with [[Second Wave (EU2012)|Second Wave]]'s '''Total Loss''' option enabled, where a soldier will lose all of its [[Equipment (EU2012)|equipment]] if killed during a mission.  
 +
 +
<br clear="all">
 
==See Also==
 
==See Also==
 
{{Equipment (EU2012)}}
 
{{Equipment (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Equipment (EU2012)]]
 
[[Category: Equipment (EU2012)]]
 +
[[Category: Weapons (EU2012)]]

Latest revision as of 03:15, 31 January 2014

Alien Grenade
Alien Grenade

Although similar in function to the standard Frag grenade, the alien variant uses a more powerful explosive compound. Any artifacts caught in the blast radius will not be recoverable.

  • The Alien Grenade has the same blast radius as the Frag Grenade: roughly 2 tiles
  • Does 5 damage to all targets in blast area
  • Friendly targets in the blast area are affected
Source: XCOM: Enemy Unknown (2012)

Notes

Research Required N/A
Base Costs N/A
Base Damage 5
Critical Damage None
Critical Chance None
Range 17 squares
Abilities None
  • It can be captured from Mutons, Sectoid Commanders, Heavy Floaters and Muton Elites when stunned with Arc Thrower, or killed while Mind Controlled.
  • Alien Grenades can be used as a more deadly alternative to Frag Grenades, but their number is limited to how many you acquired from the field until the Alien Grenades is developed at the Foundry.
    • Once this project is developed, Alien Grenades will become unlimited like normal Frag Grenades.
    • On the EW DLC, this project will also upgrade the Grenade Launcher of the MEC-2 suit.
  • Alien Grenades do not have to be researched and can be used immediately when acquired.
  • Using an Alien Grenade on a mission does not "spend" it. Meaning, if you had 4 Alien Grenades, equipped one and used it in the field, when returning to base, you will still have 4 Alien Grenades. The amount of Alien Grenades available in the stores should not actually be considered as your stock of grenades, but how many soldiers you can equip with grenades simultaneously (e.g.,: buying a Medikit allows it to be used indefinitely for the rest of the campaign, but a limited amount of times per mission).
  • Alien Grenades can only be lost if playing with Second Wave's Total Loss option enabled, where a soldier will lose all of its equipment if killed during a mission.


See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Soldier Equipment
Armor:
Light:Body Armor
Medium:Carapace ArmorSkeleton SuitGhost ArmorPsi Armor
Heavy:Titan ArmorArchangel Armor
MEC Suits:MEC-1 WardenMEC-2 SentinelMEC-3 Paladin
Weapons:
Conventional:PistolAssault RifleShotgunSniper RifleLMGRocket Launcher
Laser:Laser PistolLaser RifleScatter LaserLaser Sniper RifleHeavy Laser
Plasma:Plasma PistolLight Plasma RiflePlasma RifleAlloy CannonPlasma Sniper RifleHeavy PlasmaBlaster Launcher
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
MEC Weapons:MinigunRailgunParticle Cannon
Items:EU: Alien GrenadeArc ThrowerChitin PlatingCombat StimsFrag GrenadeMedikitMind ShieldNano-Fiber VestS.C.O.P.E.
EW DLC: Flashbang GrenadeGas GrenadeGhost GrenadeMimic BeaconNeedle GrenadeReaper RoundsRespirator Implant