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This article is within the scope of the Item page overhaul project. This project is dedicated to improving the quality and layout of articles about items which appear in more than one Fallout game.. If you want to participate, please check the project page.
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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.
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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.
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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.
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The following is based on Fallout Tactics and some details might contradict canon. |
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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.
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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.
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Operation |
Fused when activated, explodes 3 seconds after hitting a surface. |
Accuracy |
Depends on user |
Range |
Depends on user |
Usage | |
Counterpart |
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Affiliation | |
[Source] |
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.
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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.
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.
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.
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.
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"
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).
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.
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.
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