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Hand grenades

Cluster, Nerve Gas and Pulse grenades. One per purchase, thrown from slot 5.

Hand grenades are unlocked by researching Grenades at an Armory (10 team res, 45 s). Each grenade costs 2 personal res, sits in slot 5 and is thrown with Mouse1. A marine carries one grenade at a time.

Cluster Grenade#

Explodes into fragments and fire. The main blast does 72 in 10 m and fragments do 20 each in 6 m. Against structures the damage is ×2.5 and flammable structures also burn; against players it is only ×0.2.

Use it for: clearing cyst chains, webs, eggs and hydras, and finishing a damaged chamber.

Nerve Gas Grenade#

Releases a cloud (7 m radius) that does 50 damage per second to aliens. Nerve gas only damages armor, never health, so it strips carapace and armor before your team shoots.

Use it for: holding a doorway, softening up an Onos or a Gorge healing a push, and denying a room for a few seconds.

Pulse Grenade#

Explodes on impact with an electric pulse: 40 damage in 4 m. Aliens caught in it are electrified for 5 s: their attack speed drops to 80%, energy regenerates at 70% speed, and any mucous shield is removed.

Use it for: stopping a Fade or Onos mid-attack, and as a panic button against a skulk on your face.

See also#

Mines · Damage types

Hover any number to see where in the game code it comes from.
Page source: content/marines/hand-grenades.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.