Difference between revisions of "Frag grenades"

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(→‎Non-combat utility: added ancient complex utilities since stone doors are super annoying, kind of think ancient complexes deserve a more dedicated article like worksites.)
 
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<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Frag grenades
|name = Frag grenades
+
| image = FragGrenades.png
|image = FragGrenades.png|Frag grenades
+
| description = Old-school fragmentation grenades. They can be thrown a short distance, where they'll explode, damaging anything and anyone nearby.
|description = Old-school fragmentation grenades.
+
| type = Equipment
|type = Equipment
+
| type2 = Weapons
|type2 = Weapons
+
| tech level = Industrial
|class = Modern
+
| class = Industrial
|damage = 40
+
| damage = 50
|range = 12
+
| damage type = Bomb
|accuracy = -
+
| armorPenetration = 10
|warmup = 108
+
| stoppingPower = 0.5
|cooldown = 160
+
| range = 12.9
|burst = 1
+
| accuracy = -
|mode = Single Thrown
+
| warmup = 90
|velocity = 12
+
| cooldown = 160
|missRadius = 1.0
+
| burst = 1
|blastRadius = 1.9
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| mode = Single Thrown
|sell = {{icon|silver|300}}
+
| velocity = 12
|DPS = DPS
+
| missRadius = 1.9
}}</onlyinclude>
+
| blastRadius = 1.9
 +
| production facility 1 = Machining table
 +
| research = Machining
 +
| resource 1 = Steel
 +
| resource 1 amount = 20
 +
| resource 2 = Chemfuel
 +
| resource 2 amount = 80
 +
| marketvalue = 265
 +
| DPS = DPS
 +
| work to make = 12000
 +
| work speed stat = General Labor Speed
 +
| mass base = 1
 +
| has quality = False
 +
| weaponTags = GrenadeDestructive, EmpireGrenadeDestructive
 +
| tradeTags = WeaponRanged
 +
}}
 +
'''Frag grenades''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal explosive damage in a small radius around their target. They are not consumed and do not use any ammo.
  
== Description ==
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== Acquisition ==
 +
{{Acquisition}}
  
'''Frag grenades''' have a very short range, a moderate aiming time, and a delay before exploding in a 3x3 area. Very dangerous to use, hard to hit with against moving targets, very expensive, and prone to extensive collateral damage, they aren't the best choice all around for colony defense; at least, not in the early stages of the game. When the raiders and packs of wild animals start getting really thick, though -- and it will happen -- these nifty handheld explosives may be just the saving grace you need to even the odds.
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They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, or obtained from the following [[raider]] kinds:
  
 +
<!--They have the same name, but they're different pawn kinds. Raider is linked instead of a faction because its a Mercenary used by both Outlanders and Pirates-->
 +
{| class="wikitable sortable"
 +
! Raider Kind !! Chance !! Average Quality !! Health
 +
|-
 +
| [[Raider#Grenadier|Grenadier]] || 50% || Normal || 70-230%
 +
|-
 +
| [[Empire#Grenadier|Grenadier]] {{RoyaltyIcon}} || 100% || Normal || 70-230%
 +
|}
  
When a character throws a grenade, it will generally land within 1 to 2 tiles of the point the colonist was aiming at, and explode about 1 second after that. Any item or creature within a 3x3 box centered on the explosion will suffer 40 damage, while structures and terrain features will suffer 160 damage -- a rather hefty amount, especially if multiple targets are caught in the blast radius. Since this is an explosion, rather than a bullet, whoever is throwing the grenade can't actually 'miss' their target; even if it lands 1 tile away, it can still deal plenty of damage. This makes [[raiders]] armed with frag grenades (a disturbingly common sight in the mid- to late-game) a massive threat to [[Improvised turret|auto-turrets]] and [[soldier]]s in cover, quickly destroying the former while flushing out or outright killing the latter.
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== Summary ==
 +
[[File:Frag grenade range.png|350px|thumb|left|Frag grenade range and AOE.<br>Red = Radius which grenades can land, if aiming at the center.<br>[[Sterile tile]] = Tiles at risk of explosion.]]
 +
Frag grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores cover. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.
  
 +
Frag grenades deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius. Bomb damage deals 2x damage to passable structures and builds, 4x damage to plants and impassable buildings, and 8x damage to walls.  They are thrown from a very short range of {{P|Range}} tiles and have moderate aiming time. Once landed, grenades have a {{ticks|100}} delay before exploding. With a forced miss radius of 1.9 tiles, an unobstructed grenade always lands within 1 grid tile (including diagonals) of the target. Therefore, the blast will always hit the intended tile. This means [[Skills#Shooting|Shooting]] skill, [[shooting accuracy]], and health of the grenadier is irrelevant. [[Aiming time]] effects still apply, however.
  
Due to their quick-throwing nature, 3x3 blast radius, and their high damage, frag grenades could be the saving grace against outlanders and tribes (and indeed pirates and mechanoids) when on Intense or Extreme difficulty, as the former two raids get much larger (especially tribes) as colony wealth grows. If a colonist has a damaged (or missing) eye, it's more than ideal to equip then with frag grenades, as they they're not affected by shooter accuracy.
+
When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat.
  
== Usage ==
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=== Item ===
The frag grenades are unlimited and are thrown with the same animation as of shooting, they cannot be used over walls, must have a direct sight to aimed spot and a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot. The character cannot hold both the primary weapon ''and'' the grenades at the same time but one only.
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When damaged with [[Damage Types#Flame|Flame]] damage at 20 HP or below, the grenade item will explode. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 Bomb damage in a 2.66 tile radius around itself.
  
[[File:Frag grenade range.png|900px]]
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Frag grenades have no [[quality]] - every set of grenades will have the same stats, regardless of the skill of the crafter.
 +
<div style="clear:left></div>
  
== Other uses ==
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== Analysis ==
 +
{{Stub|section=1|reason=Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here}}
  
=== Extinguish Fires ===
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[[File:Grenades melee block.png|250px|thumb|right|Grenades are highly effective in a [[melee block]] scenario. Grenadier (black square) aims at the red square. Circled grenade can hit multiple enemies for high damage.]]
A grenade blast instantly extinguishes any [[fire]] in it's blast radius. If you're having trouble with a fire, equip a colonist with frag grenades, then order him to throw the grenades at the fire. One grenade each can put out a 3x3 area. However, the resulting collateral damage means it's safer to use [[firefoam popper]]s.
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[[File:Grenades corridor.png|250px|thumb|right|Grenades can be thrown straight for up to 4 tiles. If aiming at the red tile, [[sterile tile]] is the blast zone. Don't put walls there.]]
 +
=== As a weapon ===
 +
Frag grenades are not conventional weapons. With only 12 tiles of range, they are difficult to use in a firefight. They are poor in a [[killbox]], due to the grenade's tendency to break walls. In general, it is somewhat difficult to hit a moving target with a grenade. Usage without oversight is prone to vulnerable positioning and unwanted collateral damage.
  
 +
But in the right circumstances, frag grenades can range from useful to incredibly powerful:
 +
*'''[[Melee block]]ing.''' Have 3 melee pawns line behind a doorway / hallway, as shown in the picture. Line a grenadier within 4 tiles of the hallway, and let them fire. Frag grenades are obscenely effective weapons in this scenario, as they can hit a clump of enemies with the full explosion. Melee blocks are extremely effective against melee enemies, such as [[manhunter pack]]s, [[infestation]]s, and melee-only [[raid]]s. Grenades can damage walls within a 2-tile radius, so try and avoid getting your own walls blown up.
 +
*'''Structure destruction.''' Grenades are very effective at destroying [[wall]]s and [[turret]]s due to Bomb damage's multiplier. Good against [[mech cluster]]s.{{RoyaltyIcon}} Combos well with [[blind smoke]]: smoke prevents turrets from targeting on at all, but has minimal impact on the grenade's accuracy. <br>You can destroy your own walls too. This can be used as a [[Roof#Roof_collapse|roof collapse]] trap, though [[molotov cocktail]]s may be better for this purpose.
 +
*'''Attacking enemies in cover.''' Grenades ignore the [[cover]] mechanic, and enemies in cover are stationary targets. While you usually shouldn't let your enemies have cover in the first place, this fact can be useful in certain points in the game.
  
Beware of using grenades near important buildings because they can do up to 160 damage on each square, which means it has a potential of delivering (160&times;9) 1440 damage.
+
Grenades offer a viable combat alternative for pawns with health issues or low skill, due to large blast radius, and the forced miss mechanic mostly ignoring accuracy. Frag grenades strictly benefit from the [[trigger-happy]] trait, as the [[Aiming Time]] bonus applies while the accuracy penalty does not, resulting in a significantly higher DPS. Similarly, the [[careful shooter]] trait is strictly detrimental, reducing DPS with no benefit in return.
  
 +
=== Fighting against ===
 +
Hostiles with grenades are very dangerous, mostly for the same reasons they are good as a player weapon. They function well against stationary targets like [[mini-turret]]s and colonists in [[cover]]. Players should pay attention to the "throwing" sound (a whooshing sound) and clear the area fast enough to avoid getting caught in its blast radius.
  
=== Item destruction ===
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Like any ranged weapon, grenades can't be thrown in melee combat, so rushing them in melee will practically neutralize the threat. As raiders prioritize the nearest target, they'll target an approaching melee colonist, only to invariably miss as their target is moving.
Grenades can also be used to clear a [[dumping zone]] for free by having a soldier throw the grenades at the dumping zone. Any items or debris within will be quickly destroyed. Be sure that any items you actually want to keep are not in the blast radius, though!
 
  
{{clear}}
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Frag grenades are used by outlanders and pirates for their [[breacher]] raids. They deal damage to walls very quickly. But as grenades have a short range, and as breachers tend to rush ahead of the group, you can pick off the grenadiers.
  
[[Kind::Weapons| ]]
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=== Non-combat utility ===
{{nav|weapon|wide}}
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Frag grenades are useful when destroying walls and other objects. Because they don't cause [[fire]]s, you can throw them at an ignited object, which will end the fire. For [[Ancient complex]]s Frag grenades are incredibly useful both for controlling fires from [[Ancient unstable fuel node|fuel nodes]] but also since all rooms are connected by stone doors which cannot be held open until the complex is fully cleared of enemies, grenades can be thrown to destroy walls and clear a much faster path saving time.
[[Category:Weapons]]
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[[Category:Equipment]]
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Frag grenades can also be used to clear items, such as in [[dumping zone]]s. When dealing with flammable objects, it's less work to light them on fire instead.
 +
 
 +
== Version history ==
 +
* Beta 19/1.0 - Frag grenades are no longer a valid hunting weapon
 +
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.
 +
* [[Version/1.3.3066|1.3.3066]] - Grenade throws are rendered in an arc.
 +
 
 +
<gallery>
 +
Equipment Grenades.png|Original Grenade sprite
 +
</gallery>
 +
 
 +
{{Nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:Explosive Weapons]]
 +
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]

Latest revision as of 17:28, 20 November 2024

Frag grenades

Frag grenades

Old-school fragmentation grenades. They can be thrown a short distance, where they'll explode, damaging anything and anyone nearby.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
265 Silver
Mass
1 kg

Ranged Combat

Mode
Single Thrown
Damage
50 dmg (Bomb)
Armor penetration
10%
Warm-Up
90 ticks (1.5 secs)
Cooldown
160 ticks (2.67 secs)
Range
12.9 tile(s)
Accuracy
-
Velocity
12 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
1.9
DPS
12
Stopping power
0.5

Creation

Crafted At
Machining table
Required Research
Machining
Work To Make
12,000 ticks (3.33 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 20 + Chemfuel 80
Technical
Has Quality
False
weaponTags
GrenadeDestructive, EmpireGrenadeDestructive
tradeTags
WeaponRanged


Frag grenades are short ranged, thrown weapons that have a forced miss radius but deal explosive damage in a small radius around their target. They are not consumed and do not use any ammo.

Acquisition[edit]

Frag grenades can be crafted at a machining table once the machining research project has been completed. Each requires Steel 20 Steel, Chemfuel 80 Chemfuel and 12,000 ticks (3.33 mins) of work modified by the general labor speed of the crafter.

They can also be purchased from orbital pirate merchants and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Grenadier 50% Normal 70-230%
Grenadier Content added by the Royalty DLC 100% Normal 70-230%

Summary[edit]

Frag grenade range and AOE.
Red = Radius which grenades can land, if aiming at the center.
Sterile tile = Tiles at risk of explosion.

Frag grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores cover. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.

Frag grenades deal 50 Bomb damage in a 1.9 tile radius. Bomb damage deals 2x damage to passable structures and builds, 4x damage to plants and impassable buildings, and 8x damage to walls. They are thrown from a very short range of 12.9 tiles and have moderate aiming time. Once landed, grenades have a 100 ticks (1.67 secs) delay before exploding. With a forced miss radius of 1.9 tiles, an unobstructed grenade always lands within 1 grid tile (including diagonals) of the target. Therefore, the blast will always hit the intended tile. This means Shooting skill, shooting accuracy, and health of the grenadier is irrelevant. Aiming time effects still apply, however.

When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat.

Item[edit]

When damaged with Flame damage at 20 HP or below, the grenade item will explode. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 Bomb damage in a 2.66 tile radius around itself.

Frag grenades have no quality - every set of grenades will have the same stats, regardless of the skill of the crafter.

Analysis[edit]

Grenades are highly effective in a melee block scenario. Grenadier (black square) aims at the red square. Circled grenade can hit multiple enemies for high damage.
Grenades can be thrown straight for up to 4 tiles. If aiming at the red tile, sterile tile is the blast zone. Don't put walls there.

As a weapon[edit]

Frag grenades are not conventional weapons. With only 12 tiles of range, they are difficult to use in a firefight. They are poor in a killbox, due to the grenade's tendency to break walls. In general, it is somewhat difficult to hit a moving target with a grenade. Usage without oversight is prone to vulnerable positioning and unwanted collateral damage.

But in the right circumstances, frag grenades can range from useful to incredibly powerful:

  • Melee blocking. Have 3 melee pawns line behind a doorway / hallway, as shown in the picture. Line a grenadier within 4 tiles of the hallway, and let them fire. Frag grenades are obscenely effective weapons in this scenario, as they can hit a clump of enemies with the full explosion. Melee blocks are extremely effective against melee enemies, such as manhunter packs, infestations, and melee-only raids. Grenades can damage walls within a 2-tile radius, so try and avoid getting your own walls blown up.
  • Structure destruction. Grenades are very effective at destroying walls and turrets due to Bomb damage's multiplier. Good against mech clusters.Content added by the Royalty DLC Combos well with blind smoke: smoke prevents turrets from targeting on at all, but has minimal impact on the grenade's accuracy.
    You can destroy your own walls too. This can be used as a roof collapse trap, though molotov cocktails may be better for this purpose.
  • Attacking enemies in cover. Grenades ignore the cover mechanic, and enemies in cover are stationary targets. While you usually shouldn't let your enemies have cover in the first place, this fact can be useful in certain points in the game.

Grenades offer a viable combat alternative for pawns with health issues or low skill, due to large blast radius, and the forced miss mechanic mostly ignoring accuracy. Frag grenades strictly benefit from the trigger-happy trait, as the Aiming Time bonus applies while the accuracy penalty does not, resulting in a significantly higher DPS. Similarly, the careful shooter trait is strictly detrimental, reducing DPS with no benefit in return.

Fighting against[edit]

Hostiles with grenades are very dangerous, mostly for the same reasons they are good as a player weapon. They function well against stationary targets like mini-turrets and colonists in cover. Players should pay attention to the "throwing" sound (a whooshing sound) and clear the area fast enough to avoid getting caught in its blast radius.

Like any ranged weapon, grenades can't be thrown in melee combat, so rushing them in melee will practically neutralize the threat. As raiders prioritize the nearest target, they'll target an approaching melee colonist, only to invariably miss as their target is moving.

Frag grenades are used by outlanders and pirates for their breacher raids. They deal damage to walls very quickly. But as grenades have a short range, and as breachers tend to rush ahead of the group, you can pick off the grenadiers.

Non-combat utility[edit]

Frag grenades are useful when destroying walls and other objects. Because they don't cause fires, you can throw them at an ignited object, which will end the fire. For Ancient complexs Frag grenades are incredibly useful both for controlling fires from fuel nodes but also since all rooms are connected by stone doors which cannot be held open until the complex is fully cleared of enemies, grenades can be thrown to destroy walls and clear a much faster path saving time.

Frag grenades can also be used to clear items, such as in dumping zones. When dealing with flammable objects, it's less work to light them on fire instead.

Version history[edit]

  • Beta 19/1.0 - Frag grenades are no longer a valid hunting weapon
  • 1.2.2753 - Projectiles are now rendered with a visual arc and ground shadow.
  • 1.3.3066 - Grenade throws are rendered in an arc.