Xenonauts Wiki
Advertisement
Grenadeshock

Effective anti-robotic grenade and alternative stunning weapon.

Introduction[]

Electroshock Grenades give an interesting combination of damage types. Against biological targets, the burst of electricity gives a significant stunning effect; robots, however, take substantial damage to their internal circuitry. The combination makes Electroshock Grenades both more versatile and safer to use than standard Frag Grenades.

Electroshock grenades also detonate instantly, unlike frag grenades (and the various upgraded versions), which detonate at the end of your turn. This allows you to immediately see whether the target survives the damage, and react appropriately during the rest of your turn. If the soldier doesn't have a free hand, an additional 8-TU penalty is added.

Research Project[]

This requires 160 mandays of research and the Alien Electronics research project to be completed.

Description[]

A powerful electroshock grenade, capable of both stunning biological units and damaging robotic enemies.

Xenopedia Entry[]

Studying alien electronics taught us much about how to create them, but we also learned how to destroy them. This was largely accidental - my team destroyed alien electrical systems on several occasions by running an overly large current through them, while your engineers helpfully demonstrated that they were also vulnerable to being dropped on the floor. Though I was not particularly amused at the time, the knowledge gained eventually proved useful.

I present you with the Electroshock Grenade. It generates a powerful electromagnetic discharge on detonation, inflicting major EMP damage on any mechanical unit caught in the blast and stun damage on biological ones (as there is no explosive component in the device the terrain will remain completely unaffected). The stunning effect of the grenade is not quite as powerful as that generated by a stun baton, but this is offset by the greater range. This will be of great relief to your men: I have noted the soldiers assigned to capture duty ("shock-jocks") appear to have significantly lower morale than the others.

The Electroshock Grenade is also very useful for destroying robotic enemy units. The EMP pulse completely bypasses the target's armour and overloads the electronic systems underneath. The actual damage inflicted is only average at best, but could still prove very useful against well-protected extraterrestrial drones and robots that are difficult to damage through conventional means.

Manufacture[]

Research Required Electroshock Grenade
Manufacture Cost (per unit) infinite available - once researched
Manufacture Man Days (per unit) --
Manufacture Materials required (per unit) --

Weapon Details[]

Base Damage (radius) Migitation Range Magsize Weight Reaction Modifier Reload AP Cost
5 kinetic / 50 stun / 90 EMP (2.0) 0 20 1 1.0 disabled n/a
Fire modes
Fire Mode AP Cost (% of TU) Base Accuracy Smoke Chance / Fire Chance Suppression (Radius)
Aimed 50 30 0 / 0 60 (5.0)
  • Note: in the Community Edition, grenade accuracy has been set to be 100%
Advertisement