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Fallout

Up to date as of February 01, 2010
(Redirected to Grenade (Plasma) article)

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A magnetically sealed plasma delivery unit, with detonating explosives. Creates a blast of superheated plasma on contact.

Plasma Grenades are explosive thrown weapons in Fallout , Fallout 2, Fallout 3, and Fallout Tactics.

Contents

Fallout and Fallout 2

Grenade (Plasma)
File:GRENADEP.gif
damage: 40 - 90
damage type: Plasma
attack modes:
Throw (AP: 4, R: 15)
min. Strength: 4
hands req.: 1
weight: 1 pound
value: $300
prototype id: 26

Plasma 'nades are very rare in Fallout, but show up quite a bit in Fallout 2. They are mainly used by the Hubologists and Mercenaries in random encounters, but also by the Enclave as well. Not recommended to use them against the Enclave soldiers as their Advanced Power Armor can absorb around 50-80% damage. However, just about everyone and everything else has a low plasma resistance, making this grenade type the most useful late to end game.

Fallout 3

Plasma Grenade
Attack statistics
dmg/attack: 1 + 150 (240) explosion
related perks:
Criticals
crit dmg: 0
crit chance: x 1
Other
skill: Explosives
AP: 24
item HP: 5
weight: 0.5
value: 50
base id: 00004332

The blast of a Plasma Grenade

The Plasma Grenade is a magnetically-sealed plasma delivery unit, with detonating explosives, creating a fiery blast of green superheated plasma on detonation, with a high chance to cripple limbs. A critical hit will reduce the target to green goo. It seems to have the same blast radius as its less powerful variant, the Frag Grenade. They are only used by Enclave Officers and Smugglers, introduced in the Point Lookout add-on.

It is also possible to plant a live grenade on an NPC by passing one from your inventory to the NPC's inventory via pickpocketing. This will kill the NPC, regardless of how much health he has, but far more common grenades such as the Frag Grenade can do this too.

Fallout Tactics

Grenade (Plasma)
File:Grenadeplasma.gif
damage: 40 - 90
damage type: Plasma
attack modes:
Throw (AP: 6, R: 15)
min. Strength: 4
hands req.: 1
weight: 1 lbs.
value: N/A
The following is based on Fallout Tactics and some details might contradict canon.

End-game weapon of a grenadier, plasma grenades deliver a good all-around punch and is abundant enough to make using it feasible as a main weapon in the last few missions. However, its value is somewhat detracted by the fact that end-game revolves around fighting robotic forces, which are prime targets for Pulse Grenade. Thus, it's best to use plasma grenades as soon as they become available, and don't attempt to conserve them.

Weapons of Fallout
Weapons of Fallout 2
Weapons of Fallout 3
Weapons of Fallout Tactics
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This article uses material from the "Grenade (Plasma)" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010
(Redirected to Type-1 Antipersonnel Grenade article)

From Halopedia, the Halo Wiki

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Type-1 Antipersonnel Grenade
Production information
Model

Type-1

Type

Anti-Personnel Grenade

Technical specifications
Size

15.1 centimeters in diameter

Damage Per Hit

Very High.

  • Kill Radius: 5m
  • Casualty Radius: 13m
Operation

Fused when activated, explodes 3 seconds after hitting a surface.

Accuracy

Depends on user

Range

Depends on user

Usage
Counterpart
Affiliation

Covenant

[Source]
"It will stick to a soldier or vehicle, but not to a tree or wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest."
—Part of the Halo: Combat Evolved description on the Plasma Grenade

The Type-1 Antipersonnel Grenade is a grenade designed by the Forerunners and used by the Covenant infantry.[1] The grenade sticks to its target if thrown accurately, and detonates automatically in three seconds. It can also be manually detonated by a button press or by firing onto it. Few technical details are known about the Plasma Grenades, since they are of alien origin. Engraved on the Plasma Grenade is a Forerunner symbol, though its appearance was inconsistent, being changed in every game within the Halo trilogy.

Contents

Blue Gas

A Plasma Grenade in mid-flight, with blue-gas trail.

After a Plasma Grenade is ignited and thrown, it begins to leak a densely small and bright cloud of plasma blue gas, believed to be between 60 to 75 degrees. This occurs due to the explosive reaction taking place inside.

This cloud will gradually grow to a larger diameter after each second of the countdown, and also causes a trailing effect, as seen in all games.

Stickiness

The Plasma Grenade is a specially designed grenade that sticks to its targets. Once it hits a biological creature or a vehicle, the Plasma Grenade will immediately bond to it, and beep to tell you that it has stuck, making any removal impossible. The bonding mechanism holds its attraction, except to seemingly static objects, such as walls, until detonation, making it impossible to avoid its deadly explosion. Therefore, if you have been "stuck", it is a good idea to take out as many opponents around you to reclaim points. Although it will bond to any target it hits, if it attaches to a piece of armour or a weapon, removing said articles will allow one to distance themselves from the explosion. Once the Plasma Grenade has adhered to the target, it kills instantly. All one can do is to try and get as close to an enemy as possible, with the hope of killing them or at least damage them, thus leaving them vulnerable to any attack from another hostile. Although the Plasma Grenades can stick to the enemies or friendlies, in Halo: Combat Evolved, it can be seen clearly that the Frag Grenade is much more powerful, but due to the enemy or friendly being stuck the explosion is close range thus the enemy being stuck has a higher chance of dying. It can easily be identified by its blue glow.

The "sticking" mechanism is complex enough to allow the Plasma Grenade the ability to distinguish between targets and inanimate objects (the technology behind this is unknown, although it is thought to be vaguely Forerunner). For example, it will stick to a soldier or a vehicle, but not a tree or a wall etc. This does not, however, allow the grenade to act selectively. The Plasma Grenade will not distinguish between friend or foe, so accuracy and caution is strongly advised when throwing it, so as not to betray your allies.

Theories

Note: The following is speculation and theory.

Sticking to Targets

The Plasma Grenade may stick by producing a thin layer of plasma which, when in contact with a target, fuses to the target. The reason the Plasma Grenade sticks to vehicles and characters may be due to an ability to sense body heat and the heat from vehicles' engines. Since a "dead" wall doesn't emit heat, it will, however, stick to the "living" walls of a Flood Hive. One problem with this theory is that it will stick even to exposed skin (on Grunts, Jackals, or Marines as an example) even though there is no metal to fuse to - it would be nearly impossible to fuse the grenade to flesh using heat alone.

Another theory is that when the grenade is thrown it will be covered by a thick layer of extremely hot plasma that when stuck to anything, will burn into the object, sticking there, and then explode.

A Plasma Grenade from Halo:CE.

It is also theorized that there is a complex internal mechanism built into the grenade that gives it this characteristic. A gravity generator may be built into the core of the device, giving it its own force of attraction. This artificial force of attraction is highly concentrated, which is exactly why the grenade is impossible to remove.

Another theory is that the Plasma Grenade has a energy shield hybrid shell to bounce off of walls and an internal magnet to pull it to vehicles and armour.

Yet another theory states that the Plasma Grenade detects low-level and medium level electrical pulses that are in living things and that are in shield and vehicle technology. Jackal Gauntlet Defense systems emit a high rate of energy, enough to repel Human Projectiles, while the MJOLNIR Armour, Elite Combat Harness, and Brute Combat Harness all are damaged by projectiles. This could mean that the Plasma Grenade cannot stick to a device emitting high level electrical pulses, such as the ones that are in Jackal Gauntlets, but has sufficient energy to stick to low to medium power energy shields as well as vehicles. This would also explain why Brute Chieftains cannot be stuck, as their armour has extremely powerful energy shielding, albeit the fact that it can still be damaged by human projectiles.

Another theory is that the grenade has a small A.I. that can allow it to understand what and what not to stick to. This would allow it to stick to any kind of flesh material and also let it to stick to the walls of the level Cortana. This would also allow it to stick to vehicles.

Sticking to Throwers

An interesting thing to note is the fact that when a Plasma Grenade is primed, it does not stick to the thrower. A theory for this could be that the grenade must be primed touching something emitting heat, and then leaving the heat-emitting object, thus activating its "stickiness", and finally landing and sticking to another heat-emitting object (i.e. the target). This is even better proven by the fact that it will stick to the person who threw it if it bounces back at them (such as hitting a wall). This theory is also supported by the fact that Kamikaze Grunts can hold them indefinitely, although it seems the Grunt has control over when it explodes.

It's possible that the grenade has an adhesive activated by a timer. Once the grenade is activated, this timer is initiated, giving a few seconds for the thrower to release the grenade. Once the timer has run out, the adhesive activates and the surface of the grenade is made as sticky as glue by the activation of the adhesive, although this theory doesn't explain the environment/character principles of the grenade.

It is also possible that it will not stick to the thrower because the user may have to hold down the activation switch and upon releasing the switch it will become sticky.

Yet another possibility is the grenade must become fully in contact with air to activate the "stick"

Detonating Timer

A Kamikaze Grunt charging at his foes.

The Plasma Grenade possesses a timer. It has a three-second fuse that counts down at the point of activation. A manual activation via a small button or a stimulated activation, such as another explosion or gunfire, will set the detonator and start the countdown. Delayed activation can also set the detonator after it either sticks to a target or otherwise comes to a rest. It is possible to tell if the grenade has been activated. A densely small and bright cloud of plasma emission will leak around the grenade as the explosive reaction takes place inside. This cloud will gradually grow to a larger diameter after each second of the countdown. A low sound is emitted by the grenade when activated, followed by two rapid beeps and a high-pitched whine just seconds before the explosion. This is the Plasma Grenade's standard process of detonation.

The Plasma Grenade appears to have two settings: the standard three-second fuse and a delayed manual detonation. The latter is seen in Halo 3 by suicidal Grunts hoping to ensure their enemy's death by exploding right next to them (though it may be that the suicidal Grunts just don't release the button on the grenade until close enough to kill their target). In addition, the Plasma Grenade can be destroyed by being shot (easily seen with the Sentinel Beam).

Effects on Health

A Spartan primes a Plasma Grenade.
It has been shown that prolonged exposure to the radiation emitted by Plasma Grenades, without proper protection, can cause a deviation in the neural electric pathways of the user, a disorder called Boren's Syndrome. This disease can be fatal if the person does not get treatment. Sergeant Avery Johnson is the only known living person to have Boren's Syndrome. This explains why he was immune to infection by the Flood during the attack on his team on Installation 04 while trying to extract a weapons cache. The reason for this is because the Flood cannot copy the organisms nerve endings because they are "messed up" (as said by Master Chief in Halo: First Strike), so the host never gets infected, although it can still be killed by one because of attack. Boren's Syndrome is not simply immunity to the Flood, it is known to cause mental instability as well as other things, making it impossible as a weapon of self defense against the Flood (except in the case of Staff Sergeant Avery Johnson who, for unknown reasons, seems to be immune to the side-effects, even though he rejected the treatment and cure).

This disease has been shown to be falsified by ONI to cover up the effects of the Spartan I program, which made the neural systems of its participants (such as Sergeant Johnson) unable to be "matched" by the flood parasite and taken over.

Strategies

A Plasma Grenade explosion as seen in Halo 3.

The Plasma Grenade releases a very powerful and intense explosion, that when stuck to a Sangheili or Spartan, its blast completely drains their Energy Shields, cutting cleanly through their defenses and killing them instantly.

Basic

  • The Plasma Grenades from Halo: CE are probably meant for taking out masses of targets based on its rather large blast radius. In subsequent games its blast radius is reduced.
  • According to the Halo 3 game manual, the Plasma Grenade has the second highest kill and casualty radius (four meters and twelve meters, respectively) of all the grenades in the game.
  • In Halo: CE, Plasma Grenade damage, like a Needler detonation and plasma pistol overcharge, is classified as an EMP (electromagnetic pulse) and instantly drops all shields, even a full Overshield. The same held for grenades that were dropped. This was removed in Halo 2 and Halo 3 (except for the plasma pistol overcharge), making it less effective against infantry.
  • Like all grenades, it can be shot and detonated by a weapon. A Battle Rifle or Sniper Rifle work best.
  • If a player's weapon is stuck with a Plasma Grenade, it is possible to pick up another weapon, thereby dropping the "stuck" weapon, and live. The Plasma Grenade will stay on the dropped weapon and still explode, though not be considered a stick. Switching for your secondary weapon won't help, since you still carry the "stuck" weapon.

Advanced

An Elite Ranger stuck with a Plasma Grenade, in Halo 2.
  • It has actually been known for players to somehow "remove the sticky" and throw it back, but on closer inspection you will notice that it only works if you stick your hand, then throw a grenade or a piece of equipment.
  • Occasionally, if two Plasma Grenades are thrown in succession at the same spot; one will detonate, launching the other far into the air. The airborne grenade will explode in mid-air. This is easiest to perform in Halo: CE. A similar effect occurs when they hit each other while in mid air, causing them to bounce off each other. This is best seen in the Top 10 Halo 3 Suicides video.
  • If the user can throw the Plasma Grenade onto an Equipment and it rolls inside a Bubble Shield the Plasma Grenade will stay on the Piece of Equipment.
  • In a Forge game, after getting stuck as a Sangheili/Spartan, turning into monitor mode will cause the grenade to not detonate. But if you turn back into Sangheili/Spartan, the grenade will explode.
  • In Halo 3 if you throw a Plasma Grenade at the right spot on the Pelicans cockpit it will stick the driver, kill him/her and the Pelican will fall below the map.
  • You can actually suicide bomb with it. If you use the trick above in Forge so you don't explode, you can fly right up to a person and the change back into an Sangheili\ Spartan, you will explode right by them.
  • In Halo 3, if the Plasma Grenade is meleed while its laying on the ground inactive, there is a 75% chance that it will detonate since grenades on the ground have "Health" and detonate when they take enough damage.

Multiplayer

  • As a player who is stuck will be killed even when possessing Overshields, Plasma Grenades are more commonly used than Frag Grenades.
  • They are often used as a last ditch effort. When about to be killed in CQB situations, many players would stick their opponent right before they die, effectively killing them "from the grave".
  • In Halo: CE, infinite grenades may be applied to a gametype. This is entertaining, but it can create huge lag on online play.
  • In gametypes such as Capture the Flag and Neutral Bomb, many defending players utilize Plasma Grenades to either destroy incoming vehicles, or kill any escaping enemies.
  • In an Assault or Capture the Flag gametypes, it is a good idea to get two Plasma Grenades to stick incoming vehicles or small groups of enemies. This works well on Standoff, Avalanche, and Sandtrap.
  • In Halo 3, the Plasma Grenade can be slammed away by the effects of a Gravity Hammer, but the force of the hammer may cause grenades to detonate immediately. This makes this tactic risky.
  • In some rare cases, if the player is stuck in the upper thigh or hip, they can throw a large piece of equipment (e.g. Power Drain or Radar Jammer), and the Plasma Grenade may stick to the equipment and the player would be "unstuck". However, this is mostly lucked-based, as players only have a split second to throw the equipment.

Failures

  • Some NPC units in Campaign cannot be stuck, such as Brute Chieftains, as their armor cannot be stuck by Plasma and Spike Grenades. However, their weapon can still be stuck, which usually results in an immediate kill. Once their helmet is knocked off, you can also stick their skin, such as a bare hand, foot, and certain parts of chest, etc..  
  • Some units, such as Hunters, can be stuck and will get damaged by a grenade explosion, although a single Plasma Grenade will fail to kill them due to their immense durability and armor strength.
  • Some players may experience "Plasma Duds" in Multiplayer, which is when a Plasma Grenade is thrown but never explodes. This is usually because of lag- when the grenade is on the ground, the game lags and the grenade either disappears or stays on the ground. It can still be manually detonated, such as when getting shot by a Battle Rifle, Carbine or Magnum.

Target Reactions

  • If a Grunt is stuck, they will usually run into their comrades trying to get it off, but if you stick an Elite or a Brute they will either charge you in an attempt to take you out, or take cover to protect their allies.
  • In Halo 2 if you stick an Elite he will drop his weapon and shake his head while screaming before it explodes.
  • In Halo: CE, Grunts may occasionally yell "Not again!", which could mean they could have survived an explosion from a Plasma Grenade before, probably by jumping away in the nick of time. It could also mean that the Covenant believe in reincarnation, as they usually say it after being stuck or it could just be a joke implying that you have played through the level many times.
  • In Halo 2, when the Covenant use Plasma Grenades in battle, they will shout phrases as they throw them, such as "cleansing flame", "holy flare" and "holy light". On rare occasions, they will still shout "Demon flare!" even if it is thrown by an ally. These quotes may correlate to the meaning of the Forerunner symbol(s) printed on the Grenade.

Trivia

  • The Forerunner symbol on the grenade changes with every game.
  • If you stick somebody with a Plasma Grenade with an overshield and it kills them, you won't receive a stick medal, however, using a Spike Grenade will cause you to get a stick medal.
  • In Halo 3: ODST, killing 5 Covenant soldiers with a Plasma Grenade in a single level or in Firefight will reward you with the Ewww, Sticky achievement.

Links

Internal

References

  1. http://www.microsoft.com/silverlight/halo3.aspx

This article uses material from the "Type-1 Antipersonnel Grenade" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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