Cluster, Nerve and Pulse Grenades
|"Anybody got a splatter shield?"|
|Abilities and Upgrades|
Cluster Explosion, Nerve Gas, Electrify
Research Hand Grenades (Armory)
|Limit:||2 of 1 type per player|
Hand Grenades are single-use Frontiersmen weapons researched by the Marine Commander from and purchased by Marines at the Armory. 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. Hand Grenades are the only weapons that Marines will not drop upon death (other than the default Pistol and Axe).
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.
|Explodes and scatters smaller explosives into the area.
|Targets||Lifeforms, Structures, Self, Ground|
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.
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.