Hand Grenades
{{Class
| marinename=Hand Grenades
| icon=
Cluster Grenade
Nerve Gas Grenade
Pulse Grenade
| quote=Anybody got a splatter shield?
| marines=Frontiersmen
| pres=3
| marinecat1=Abilities and Upgrades | ability=Cluster Explosion, Nerve Gas, Electrify
| marinecat2=Miscellaneous | prereq=Research Hand Grenades (Armory) | buyfrom=[[Armoury | buy=Marines | limit=2 of 1 type }}
Introduction
Hand Grenades are single-use Frontiersmen weapons researched by the Marine Commander from and purchased by Marines at the Armoury. There are three types of Hand Grenades: Cluster, Nerve Gas, and Pulse, each with different functions; 2 Hand Grenades are provided on each purchase, and each Marine may only carry 1 grenade type at a time. Hand Grenades are accessible from the weapon 5 slot.
Cluster Grenade
The Cluster Grenade specializes in dealing moderate damage over a large area. Once thrown, the Cluster Grenade explodes on impact, scattering smaller short-fused bombs into the vicinity.
Nerve Gas Grenade
The Nerve Gas Grenade specializes in dealing Armor damage over time in a wide area. Once thrown, the Nerve Gas Grenade lingers on the ground, as it emits a blue-colored gas cloud that dissipates after a short period.
Pulse Grenade
The Pulse Grenade specializes in dealing high burst damage and reducing Kharaa lifeform attack speed in a small area. Once thrown, the Pulse Grenade explodes on impact, unleashing an energy pulse that electrocutes lifeforms for a short time.