Difference between revisions of "Frag grenades"
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[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]] | [[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]] |
Revision as of 22:19, 30 December 2022
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Frag grenades
Old-school fragmentation grenades. They can be thrown a short distance, where they'll explode, damaging anything and anyone nearby.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1.0 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
- weaponTags
- GrenadeDestructive, EmpireGrenadeDestructive
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
Frag grenades can be crafted at a Machining table once the Machining research project has been completed. They require 20 Steel, 80 Chemfuel and 12,000 ticks (3.33 mins) of work.
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 | 100% | Normal | 70-230% |
Summary
Weapon
EMP 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 4x damage to structures and terrain, 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.
Item
When damaged with Flame damage[How much?], the grenade item may 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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here. |
As a weapon
The main benefits of frag grenades are the strong damage versus structures like turrets and large concentration of hostiles in tight areas. However, usage without oversight is prone to vulnerable positioning, inefficiency against moving targets, and unwanted collateral 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 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 signficantly higher DPS. Similarly, the careful shooter trait is strictly detrimental, reducing DPS with no benefit in return.
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.
Melee blocking
Frag grenades are especially useful when paired with the melee blocking tactic. While enemies are bunched up on the other side of a wall, a grenadier can throw grenades over the heads of the blockers to deal massive damage to many enemies. Just make sure that the extent of the AoE of the grenade is one tile away from the wall, as a mishandled grenade can blow a hole in the wall and ruin the melee blocking tactic.
Fighting against
Hostiles with grenades are very dangerous, especially against stationary targets like Mini-turrets and drafted (standing) 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. Grenadiers may be used as part of dedicated breach raids for outlander or pirate factions.
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 melee colonists, only to invariably miss as the target is moving.
Other destruction
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 (by destroying the object).
Frag grenades can also be used to clear items, such as dumping zones. 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