Grenades
Molotov cocktails
Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon for hooligans and desperate warriors from rim to rim.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1.0 kg
Ranged Combat
- Mode
- Single Thrown
- Damage
- 10 dmg (Flame)
- 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
- 1.1
- DPS
- 2.4
Creation
- Required Research
- Machining
- Work To Make
- 6,000 ticks (1.67 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- weaponTags
- GrenadeDestructive, GrenadeFlame
- tradeTags
- WeaponRanged
Molotov cocktails are short ranged, thrown weapons that have a forced miss radius but deal flame damage and set a 3x3 "plus-shaped" (+) area on fire where they land. They are not consumed on use and do not use any ammo.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. 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% |
Summary
Weapon
Molotov cocktails are weapons. They take up the weapon slot and will not run out of ammo. They 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.
Molotovs deal [[Damage types#|]] damage in a tile radius. They are thrown from a very short range of tiles and have moderate aiming time; they explode immediately on landing. With a forced miss radius of 1.9 tiles, an unobstructed molotov always lands within 1 grid tile (including diagonals) of the target. This means Shooting skill, shooting accuracy, and health of the grenadier is irrelevant. Aiming time effects still apply, however.
Flame damage will possibly ignite pawns. The impact will create chemfuel puddles, which will then ignite and burn, causing general fires.[Puddle behavior?] Pawns on fire will run wildly and are unable to attack.
Pyromaniac pawns receive a +2 Pyromaniac has incendiary weapon mood buff while equipped with a grenades. Note that they must be equipped, not merely carried. They also receive an additional +8 Used flame weapon mood for 0.333 days when used on an enemy.
Item
When damaged with Flame damage[How much?], they may explode. The cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself.[Chemfuel puddles?] They cannot be smelted in an electric smelter.
Molotov cocktails have no quality - every set of molotovs will have the same stats, regardless of the skill of the crafter.
Analysis
Combat
Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires. Pawns that are on fire will stop attacking and run wildly, making them easy targets. But fire on its own isn't very strong, molotovs have a short range, and fire can lead to collateral damage. Without manual oversight, grenades are inefficient against moving targets. However, due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues.
When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 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. Watch out when using these in place of frag grenades when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline.
Because it relies on fires, rain significantly diminishes its outdoor utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.
Fire traps
Molotovs become much more useful as a general firestarter. Burning down flammable structures is a very powerful tactic, though it can be costly.
Place fuel like wooden barricades or straw matting where you want things to burn. Then, lure and trap raiders (or other enemies) inside.
- In a mountain, you can use fire to burn any infestations that spawn inside your pawn's bedrooms.
- You can use wooden columns/walls as fuel, and use them to support roofs. In the absence of other support, burning the wall will cause a roof collapse.
In a dedicated "oven" or "burn tunnel", fire can kill infinitely many human pawns. So long as a place is roofed and "Indoors", temperatures will rapidly rise. As heatstroke is the way most pawns are downed, no amount of heat protection will save an organic pawn. Note that mechanoids are completely immune to both fire and heatstroke. Heatstroke ignores the usual death on downed chance with combat, allowing you to easily capture pawns and recover untainted armor.
Fire being used to handle an ancient shrine's cryptosleep caskets, once the initial threats are cleared.
Place some fuel, toss molotovs from outside until the room reaches ~ 400 °C (752 °F), then shoot the caskets to open them.Even with firefoam pop packs: it isn't the fire that kills, its the heatstroke (usually).
Deconstructing 1 wall will make the room "Outside", turning it from 800°C to 23°C. This allows you to easily capture pawns, untainted armor, and the rest of their gear.
Utility
Fire is very useful to dispose of flammable items, like corpses. Simply gather all unwanted items in a fireproof room (like using stone for walls and floor), draft a pawn, and throw the cocktail. Make sure to remove the Home Area around the room, so that pawns don't try and extinguish the fire. Molotovs throw faster and are significantly cheaper to produce than incendiary launchers, so are better for this purpose. For corpses, watch out for rot stink; haul corpses quickly and wait for the rot to wear before burning.
In extremely cold temperatures, fire can be a last resort in order to create heat. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to heaters.
Version history
- 1.0 - Received a crafting recipe.
- 1.3.3066 - Grenade throws are rendered in an arc.
EMP grenades
Electromagnetic pulse grenades damaging to electronic equipment.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1 kg
Ranged Combat
- Mode
- Single Thrown
- Damage
- 50 dmg (EMP)
- 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
- 3.5
- DPS
- 12
Creation
- Required Research
- Microelectronics
- Work To Make
- 24,000 ticks (6.67 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- weaponTags
- GrenadeEMP
- tradeTags
- WeaponRanged
EMP grenades are short ranged, thrown weapons that have a forced miss radius but deal EMP damage in a small radius around their target, allowing them to stun mechanical targets and deplete shields. They are not consumed on use and do not use any ammo.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. 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, and can be recovered after defeating the following raider types:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
EMP 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.
EMP grenades deal EMP damage in a tile radius. They are thrown from a very short range of 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.
EMP does not deal physical damage. Instead, EMP grenades stun turrets, mechanoids, and mortars for 50 EMP damage, or 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for 2,200 ticks (36.67 secs). Immunity is applied on stun, and further EMPs won't extend adaptation. EMP also disables shield belts, causes brain shock on humanoids with brain implants, and vomiting on those with certain stomach implants.
Item
If at 20 HP or less, a grenade will explode if damaged by Flame damage. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 EMP damage in a 2.66 tile radius around itself.
EMP grenades have no quality - every set of grenades will have the same stats, regardless of the skill of the crafter.
Analysis
While harmless against most organic life, EMP weaponry is incredibly useful against mechanoids, like centipedes, a decisive advantage against some of the toughest enemies in the game. Due to the forced miss radius, EMP grenades are a viable combat alternative for those with health issues or low shooting skill. Trigger-happy is beneifical, while the careful shooter trait is strictly detrimental.
Usage without oversight is prone to vulnerable positioning, inefficiency against moving target, and unwanted collateral damage. It therefore is a good idea to manually aim EMP grenades instead of relying on the colonists' AI to do that. They will not lead a moving target and will not attack targets which can only be hit by area of effect (e.g. well behind the corner of a wall). Repeated throwing will not stun mechs for any longer.
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.
With the Royalty DLC active, they also play a vital role in suppressing low-shield packs and downing mech low-shields , ensuring that colonists can maintain damage output. Mech clusters are another great target of EMPs, even if their proximity activators prevent the best firing angle. There are also niche uses in brain shocking pawns with certain implants to safely down them as a method of safely downing berserking supersoldier colonists or rebellious slaves.
Comparison to EMP launchers
The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality.
While both have the same miss radius, grenades have a significantly larger blast radius. This means that grenades will always hit their intended tile, while the launcher may miss. Grenades are also faster to throw, which is a key advantage in most practical situations.
Launchers have a higher range, which may be useful with good terrain/cover or against low shield packs or mechanoid shields. However, most mechanoids will still outrange the launcher, including all mechanoids without the Biotech DLC. The militor and diabolus in particular are vulnerable to the launcher's extra range - the rest really aren't.
Unlike grenades, launchers are affected by quality. Masterwork and Legendary launchers in particular see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that it's technically possible to 100% stun lock those without EMP resistance. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers. Conversely, this makes grenades relatively better if you don't have good crafters - Awful launchers are worse at their job.
Overall, grenades are often the stronger and more practical choice. Their higher blast radius and faster fire rate make up for the range.
Source | Damage | Stun Duration | Post-Stun Adaption Duration | Ideal Stun Uptime |
---|---|---|---|---|
Awful EMP launcher | 45 | 1,350 ticks (22.5 secs) | 850 ticks (14.17 secs) | 61.36% |
EMP Grenades, Poor/Norm/Good/Exc EMP launcher | 50 | 1,500 ticks (25 secs) | 700 ticks (11.67 secs) | 68.18% |
Masterwork EMP launcher | 62.5 | 1,875 ticks (31.25 secs) | 325 ticks (5.42 secs) | 85.23% |
Legendary EMP launcher | 75 | 2,250 ticks (37.5 secs) | 0 ticks (0 secs) (-50 ticks (-0.83 secs)) | 100% |
Version history
- 0.6.532 - Added.
- On or before 1.0.2096 - Texture updated.
- 1.3.3066 - Grenade throws are rendered in an arc.