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.