Grenade
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* grenade Hitchhiker's Guide: | |
General | |
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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.
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Explosives | |
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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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