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Anskum-pattern plasma grenade: Difference between revisions

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{{Ratings}}
{{Status|Canon}}
{{Era|FOR|H1|TF|HGN|FS|H2|GOO|H3|CH}}
{{Title|''Anskum''-pattern plasma grenade}}
{{Weapon
{{Weapon infobox
| image=[[Image:Plasma Grenade.jpg|300px]]
|name=''Anskum''-pattern Firebomb
| name=Plasma Grenade
|image=[[File:H5G-Plasma Grenade.png|300px]]
| manufacturer= [[Covenant]]
|manufacturer=[[Iruiru Armory]]
| model=Type-1 Antipersonnel Grenade (plasma grenade)
|model=Type-1
| type=Grenade
|type=Anti-Personnel Grenade
| cost= Unknown
|length-title=Diameter
| size= About the same size as a Baseball
|length= {{Convert|14.8|cm|in}} (Covenant){{Ref/Book|Id=EN306|Enc22|Page=306}}<br>{{Convert|10.7|cm|in}} ([[Banished]]){{Ref/Reuse|EN}}
*diameter: 15.2 centimeters
|weight = {{Convert|2|lb|kg}}
| damage per hit=Very High.   
|optics=
*Kill Radius: 4m
|range-title=Damage radius
*Casualty Radius: 12m
|optics=
| magazine= 1 Grenade
|range=
| max ammo=*4 Grenades-Halo CE and Halo 2
*Kill Radius: {{Convert|3.96|m|ft}}<ref name="ency">'''[[Halo Encyclopedia (2009 edition)]]''', "chapter 11", ''page 332''</ref>
*2 Grenades-Halo 3
*Damage Radius: {{Convert|12.9|m|ft}}{{Ref/Reuse|ency}}
| fire=Thrown
|capacity=
| ammo type=[[Plasma]] (Explosion)
|feed =  
| operation=Activated when thrown
|ammotype-title=Filling
| rate of fire=N/A
|ammotype=9.3 oz Latent plasma
| accuracy= Depends on user   
|operation=Fused when activated, explodes 3 seconds after hitting a surface.
| range= Depends on throw (Halo CE very far, Halo 2 not far, Halo 3 medium0
|rate=
| era=Halo CE, Halo 2 and Halo 3
|service=[[Human-Covenant War]] <br> [[Great Schism]] <br> [[Post-Covenant War conflicts]]
| counterpart=*UNSC:[[M9 HE-DP Grenade]]
|affiliation=[[Covenant]] <br>
*Brute:[[Spike Grenade]]
[[Thel 'Vadam's Covenant faction]] <br>
| counterweapon=
[[Covenant remnants]]<br>
| affiliation=[[Covenant]]
[[Banished]]
}}
}}
{{Quote|Get it off! Get...it...off!|A [[Grunt]] after being stuck with a Plasma Grenade}}
{{Article quote|Plasma Grenades are elegant and deadly explosive devices developed by the Covenant, and now used in large numbers by the Banished and other successor powers. The smart-matter casing allows it to stick to infantry and vehicles, making it extraordinarily deadly in the hands of skilled users. Stuck plasma grenades bypass shields.{{Ref/Game|HI|[[Forge]] - Plasma Grenade description|Quote=Plasma Grenades are elegant are deadly explosive devices developed by the Covenant, and now used in large numbers by the Banished and other successor powers. The smart-matter casing allows it to stick to infantry and vehicles, making it extraordinarily deadly in the hands of skilled users. Stuck plasma grenades bypass shields.}}}}
The '''''Anskum''-pattern Firebomb'''{{Ref/Book|Id=EN|Enc22|Page=482}} or '''Type-1 Antipersonnel Grenade,''' more commonly known as the '''plasma grenade''', is a thrown [[Covenant]] anti-personnel explosive device.<ref name="ency">'''[[Halo Encyclopedia (2009 edition)]]''', "chapter 11", ''page 332''</ref> It is analogous to [[human]] hand grenades.


{{Quote|Demon Flare!|[[Elite]] referring to the plasma grenade}}
==Design details==
[[File:ReachSchematic - PG.png|150px|thumb|left|A blueprint of the Plasma Grenade in ''Halo: Reach''.]]
{{Quote|Holy Light!|Anonymous [[Sangheili]]}}
The Type-1 Antipersonnel Grenade is a dangerous hand-thrown weapon utilized by Covenant forces, typically used by [[Unggoy]] and [[Sangheili]] soldiers as both a thrown anti-infantry and anti-vehicle weapon. The grenade is spherical in shape and straightforward in design, with the activation "switch" located on the orange-colored area of the grenade. Above the activation pad is a [[Forerunner]] glyph. The glyphs seen on the plasma grenade are known to change with each new model and are believed to be based upon the time of manufacturing and the Covenant religious rituals.{{Citation needed}}


The [[Covenant]] '''Type-1 Antipersonnel Grenade'''<ref>http://www.microsoft.com/silverlight/halo3.aspx</ref>, also known as the '''Plasma Grenade''', '''Sticky Grenade''', '''Holy flare''', '''Holy light''', or the '''Demon flare''' by the [[Covenant]] is similar to the [[UNSC]] [[Fragmentation Grenade]] in that it is a hand-thrown Anti-Infantry and Anti-Vehicle weapon.
The plasma grenade's casing is made of [[Wikipedia:Programmable matter|smart matter]] programmed to stick to infantry targets. When primed, the Type-1 plasma grenade starts to vent its coolant.<ref>[https://www.halowaypoint.com/en-gb/universe/weapons/plasma-grenade '''Halo Waypoint''': ''Plasma Grenade'']</ref> After the coolant has been discharged, the plasma generator inside destabilizes and the grenade detonates after approximately 3 seconds. The grenade contains some type of internal mechanism that allows it to distinguish between targets and background, it will stick to a soldier or vehicle, but not to a tree or wall.<ref>'''[[Halo: Combat Evolved]]''', ''Game Manual'', ''page 21''</ref> Post-war study and analysis have discovered that the grenade relies on heat signatures to distinguish targets.<ref name="Waypoint">[http://www.halowaypoint.com/en-US/Halo4Guide '''Halo Waypoint:''' ''Halo 4 Interactive Guide'']</ref> Once something has been stuck with a grenade, there is no normal way to remove it, only devices like an advanced [[Armor Lock|electromagnetic shield]] can temporary disable the internal mechanism. However, this technology is rare and only issued to special forces of both the UNSC and Covenant. Detonation is first visible as a flash of white-blue light, and the kill zone area is instantly subjected to extreme temperatures; whatever is in the ground zero area, be it natural or otherwise, is instantly vaporized. Because there is no magnetic field to contain the plasma, it begins to cool very quickly - thermal expansion begins to take over and the resulting heat fans outward and upward, continuing to burn areas up to forty feet away until the resulting flames have cooled to the point where it cannot continue to expand. After the initial explosion, the kill radius area becomes charged with negative and positive particles which will form electrical currents visible for a short period after the explosion.
==Overview==
The Plasma Grenade (or ''sticky''/"Plasma'nade", or "the blue ball of death" as it's sometimes referred to) is a specially designed grenade that adheres to its targets. Once it hits a target, the plasma grenade will immediately bond to it, and beep telling you have been 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.


The "sticking" mechanism is complex enough to allow the plasma grenade the ability to distinguish between targets and inanimate objects. 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 sheer destructive power the plasma grenade deals to any living creature within its vicinity is extreme; when a plasma grenade detonates on, or near a target it is subjected to extreme temperatures, killing anything within a 13-feet radius instantly;<ref>'''[[Halo: Ghosts of Onyx]]''', "chapter 39", ''page 359''</ref> damage to the body is extreme, as the heat flash vaporizes the bodies internal fluids and burns flesh and bone to an unrecognizable charred state. The concussion wave released by the grenade will also cause additional damage to anything within the kill radius. Any living being outside of the kill zone may sustain heat damage as well, as non-heat resistant clothing or flammable material may be ignited by the heat released from a detonating plasma grenade. The concussive force released by the grenade can also harm or disorient anything just outside the kill radius and can also be affected by the flames released from the grenade - a person can also receive injuries from objects being ejected out of the kill zone at high speeds as a result of a plasma grenade detonating.


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.
[[Image:Suicide_Grunt.jpg|left|200px|thumb|A Kamikaze [[Grunt]] charging his foes.]]
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 [[Kamikaze Grunt|suicidal Grunts]] hoping to ensure their enemy's death by exploding right next to them. In addition, the Plasma Grenade can be destroyed by being shot (Easily seen with the [[Sentinel Beam]]).
Also, some characters in campaign cannot be stuck. [[Brute Chieftains]] have immunity from this until their armor is knocked off. However, their weapon can still be stuck, and if the [[Brute's]] shield is broken (i.e in [[Halo 2]], [[Tartarus]] can be stuck if his shield is broken), you can still stick them.
===Advantages===
===Advantages===
 
The ability of the T-1 plasma grenade to stick to its target is extremely useful when encountering moving targets that could easily evade other explosive devices. This adhesive property allows the plasma grenade to function as both an anti-infantry and anti-vehicle weapon, where a stuck grenade can take down light vehicles and cause moderate damage to heavier ones. The explosive damage the plasma grenade releases is also effective at destroying objects not sensitive to the heat released by one, and can also serve as an effective support weapon as well. Plasma grenades are also effective at disrupting electronics and shielding when they detonate.<ref>'''[[Halo: First Strike]]''', "chapter 7", ''page 69''</ref> The plasma grenade is known to be used by the lesser races of the Covenant as an effective [[Suicide attack|suicidal weapon]], a tactic most commonly used by mortally wounded or psychologically unstable Unggoy who will attach primed grenades to their bodies before hurling themselves at their enemies. Against [[UNSC]] forces the plasma grenade is an effective psychological weapon due to the various consequences the grenade brings to anyone in its path. Its destructive properties can also leave terrible psychological effects on a person who has witnessed one detonate on a fellow soldier and seeing the destructive damage it has done.<ref>'''[[Halo: The Flood]]''', "chapter 2", ''page 67''</ref>
Sticking an enemy with the plasma grenade will always result in instant death (except for Hunters which usually takes two to kill). Also, except when (in [[Oddball]], or [[Juggernaut]]) the player is stuck and the option "Ball Carrier has extra life" is chosen (in [[Halo: CE]]), even a fully [[Energy Shields|shielded]] [[Spartan]] or [[Elite]] (except on higher difficulty levels) cannot withstand a stuck plasma grenade, but in this situation the ball carrier will only have 1 bar of health. In [[Halo 3]], high ranking [[Brutes]] on the harder difficulties can withstand a player's grenade with Mythic (death skull). Also, higher ranking Grunts on Easy, can withstand grenades thrown by their [[Grunt]] brethren if it sticks to them with Mythic. In Halo: CE, Grunts will sometimes run for surrounding Elites when stuck, pleading him to remove it. This results in both the [[Grunt]], the [[Elite]] and the Elite's team, if any, being killed. On campaign in [[Halo 3]], you can take the advantage that the [[Arbiter (Character)|arbiter]] has 2x the endurance and can survive 2x the damage compared to you. You can stick him with a plasma grenade(recommended) and then he will charge at the enemy, burning everything within a 4meter radius(without cowbell Skull).


===Disadvantages===
===Disadvantages===
[[Image:1212466858 Plasma-Nade.gif|right|250px|thumb|A Plasma Grenade render.]]
The plasma grenade has a three-second fuse that the human equivalent lacks. Therefore, if the plasma grenade does not stick it to the target, the target will have ample time to evade the explosion. Sticking a plasma grenade to enemy infantry can be a gamble, as the target stuck with the grenade will have three seconds to chase down the opposite opponent and kill them as well.
The plasma grenade's bright blue glow and longer delay fuse allows enemies to easily detect and avoid it. It cannot be used around corners, as its bounce is negligible, and it does not roll. A player wearing a fully charged [[Overshield]] may be capable of surviving the blast even when stuck. Also, if a smart enemy is stuck when they are too close they can simply run toward you to catch you in the blast zone. In ''[[Halo 2]]'' and ''[[Halo 3]]'', a primed plasma grenade in flight can be detonated mid-air by another explosion. Weapons capable of this include the [[Rocket Launcher]], [[Brute Shot]], [[Missile Pod]], [[Frag Grenade]]s, other Plasma Grenades. The Plasma Grenade will not stick to certain types of armour such as that of a [[Scarab]] or a [[Brute Chieftain]]'s. When thrown at them, the grenade will bounce and fall at their feet, and they will probably notice it and move out of the blast radius. Ballistic or explosive weapons such as a Shotgun or Brute Shot will remove the plating allowing the grenade to stick. If someone throws a plasma grenade and it hits the wall, it can bounce off the wall back down and adhere to the thrower. Also, if the opponent notices you, he/she will probably take immediate evasive action. As you will probably miss if they dodge, they will be relatively unaffected due to the tiny blast radius. in multiplayer sometimes if an enemy is hiding in a bubble shield you may run into the bubble slightly enough to throw a Plasma Grenade in and trap the helpless player. this tactic is risky because of the fact that if you run back out to quickly you may end up releasing the grenade on the outside of the [[Bubble Shield]], thus, bouncing it off the Bubble Shield, and land back on your face resulting in an extremely embarrassing suicide. Also, in Halo CE, if you throw ANY grenade, it will detonate other grenades in the blast radius that can result in your death, or a lot of casualties.
 
Another thing is if in [[Halo 2]] you stick a higher ranking [[Elite]] such as an [[Ultra Elite|Ultra]] it will not kill him and really takes two grenades for an ultra and higher ranks, this is a disadvantage because this makes it harder for a player to kill an Elite of higher rank.
 
You should always be wary of enemies like [[Elites]], [[Combat Forms]], and [[Infection Forms]] when using the Plasma Grenade. Once you stick it on to them, they'll run to you, thus letting you get caught in the explosion.
 
Plasma Grenades have a smaller blast radius than Frag grenades, thus making it less useful against crowded groups.
 
Plasma grenades can be deflected by [[Gravity Hammer]]s
 
==Effects on Health==
[[Image:Eat My Plasma Grenade.jpg|right|thumb|180px|A [[Spartan-II|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]]. 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 unstability as well as other things, making it impossible as a weapon of self defense against the flood parasite( Except in the case of Staff Sergeant Avery Johnson, who for unknown reasons, seems to be immune to the side-effects).
 
==Theory about "Stickiness"==
''Note: The following is speculation and theory:
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, it will burn in to the object and then explodes.


[[Image:1220831252 Plasma nade.png|thumb|left|A plasma grenade from [[Halo:CE]].]]
==Gameplay changes==
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.
===Changes between ''Halo: Combat Evolved'' and ''Halo 2''===
*The color of the grenade itself changed from a light blue to a dark blue.
*The explosive effects of the grenade are more detailed.
*The explosion sound effect for the grenade is different and now has more of a subtle hint of a natural explosion.
*The Forerunner glyph on the grenade is different.
*The grenade's fuse timer has been reduced (4 seconds to 2 seconds).


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 proved by the fact that it will stick the person who threw it if it bounces back at them i.e a wall.
===Changes between ''Halo 2'' and ''Halo 3'' and ''Halo 3: ODST''===
*The color of the gas and explosion are now dark blue and the grenade's explosive effect is much brighter and more detailed.
*The model for the plasma grenade is now much more detailed and the Forerunner glyph is different.
*The grenade now emits a high pitched noise when sticking and preparing to detonate.
*Will sometimes stick to a wall.
*The fuse timer has been reduced by about one second.


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 as made sticky as glue by the activation of the adhesive. Although, this theory doesn't explain the environment/character principles of the grenade.
===Changes between ''Halo 3'', ''Halo 3: ODST'' and ''Halo: Reach''===
*The holographic Forerunner glyph on the casing is different.
*The grenade is more detailed, featuring four triangular red "buttons".
*The Plasma grenade, like most Covenant weapons in Halo: Reach, now has a scale pattern on it.


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.
===Changes between ''Halo: Reach'' and ''Halo 4''===
*The blast radius is now smaller, making it harder to get a kill when the grenade doesn't stick an enemy.
*The color of the grenade has been changed to a dark purple, while the lights are a bright green.
*The grenade has a simpler design, with the Covenant glyphs noticeably absent.


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 high level electrical pulses, such as the ones that are in Jackal Gauntlets, but have 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 have extremely powerful energy shielding, albeit the fact that it can still be damaged by human projectiles.
===Changes between ''Halo 4'' and ''Halo 5: Guardians''===
*The lights on the grenade are now blue instead of green.
*The fuse is slightly longer.
*Although the blast radius remains small, a blinding effect is inflicted on players at the edge of the explosion.
*Dropped plasma grenades laying on the ground will explode when shot.


== Trivia ==
===Changes between ''Halo Wars'' and ''Halo Wars 2''===
[[Image:1225554531 Plasma nade 2.jpg|thumb|right|A plasma grenade in mid-flight.]]
*The Plasma Grenade emit red colors.
[[Image:Nade_stuck_h3.JPG|right|thumb|A plasma grenade explosion as seen in ''[[Halo 3 ]]''.]]
*The Plasma Grenade deals less damage.
*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 or take cover.
*A popular emblem in Halo 3 is that of a Spartan helmet being stuck.
*To the frustration of many players, sticking a vehicle will not always destroy it and the passengers inside. Many "sticks" have been documented in which the vehicle was stuck but the passengers were not killed, merely damaged.
*It has actually been known for people to somehow "remove the sticky" and throw it back but on closer inspection you will notice that it only works if you stick their hand, then they throw a grenade.
*During campaign playing, if a plasma grenade detonate close to a Jackal or Grunt without killing them, they will hold their hands over their heads and run away.
*Plasma Grenades are often referred to as "blue stickies" by players.
*There is sometimes a glitch that occurs where the three second delay is accelerated and the player explodes almost immediately after being stuck.
*The Forerunner symbol engraved on the Plasma Grenade was changed in every game of the Halo trilogy.
*If a player's weapon is stuck with a plasma grenade it is possible to pickup another weapon, and 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.
*In Halo 3 Multiplayer if you stick 5 people in a free-for-all (i.e. [[Lone Wolves]]) match you receive the [[Lee R. Wilson Memorial]] Achievement.
*In Halo 3 Multiplayer, if you stick an enemy with the plasma grenade you are awarded with the [[Stick It Medal|Grenade Stick Medal]].
*In Multiplayer there is sometimes glitch where the stuck grenade will only kill the opponent and not explode. There are also occasions where a Plasma Grenade will pass through the opponent or if it does stick, it may not kill them, this is normally due to lag issues.
*Occasionally, in Halo 3, Plasma Grenades will actually bounce off players for an unexplained reason, presumably lag. Shortly after the bounce, the Plasma Grenade may teleport back onto the target. There are also times when random timing and luck factors in, as such when a player drops the Oddball causing the plasma grenade to bounce harmlessly off the dropped item.
*Another error, (usually found in the campaign) is where the grenade may entirely disappear.
*In ''Halo: Combat Evolved'', the Plasma Grenade's explosion was more of a blue cloud and was also very powerful, similar to that of a [[Needler]] in the same game. The size of the blast animation and radius also got smaller going into ''[[Halo 2]]'', and smaller still in ''Halo 3''.
*In ''Halo: CE'', plasma grenade damage, like a Needler detonation and plasma pistol overcharge, is classified as an [[wikipedia:Electromagnetic pulse|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 3 (except for the plasma pistol overcharge), making it less effective against infantry.
*In ''[[Halo: CE]]'' multiplayer, the  [[Frag Grenade]] is considered more effective against large groups of infantry, while the Plasma Grenade is used for single opponents or fast-moving vehicles.
*In ''[[Halo: CE]]'', a Plasma Grenade inflicts 4 times the damage to a shielded Elite. So if a plasma grenade damages an Elite at all when its shields are up, it will die, with few exceptions.  However, the damage multiplier is normal when damaging flesh, so on higher difficulties an Elite has a better chance of surviving a plasma grenade explosion when its shield is down.
*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". rarly They will still shout demon flare even if it is thrown by an ally.
*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: Combat Evolved]].
*If you stick a charging [[Hunter]] with a plasma grenade the Hunter will instantly turn around, exposing its back, when the grenade explodes. This also allows you to shoot the exposed flesh of the hunter for a quick kill. It is unknown why this occurs.
*In ''Halo:CE'', if you throw a Frag Grenade where a group of Plasma Grenades are, the detonation of the frag will make the plasma grenades explode. The same occurs in Halo 3, but only during the Campaign.
*In ''Halo:CE'', Plasma Grenades take 4 seconds to detonate. In ''Halo 2'', they take 3 seconds. In ''Halo 3'', they take about 2 and 1/2 seconds.
*It is also noted that the Plasma Grenades from ''Halo:CE'' seem to be meant for taking out masses of targets based on the Plasma Grenade's rather large area of effect. While its successors seem to be meant for taking out closer masses of targets or individual, larger targets based on their smaller but deadlier AoE.
*In ''Halo 3'', when you throw a plasma grenade, it makes a long beep before exploding.
*It is possible to stick the grenade while it is in the opponent's hand, meaning they get to throw two grenades at you.
*It is very possible to stick yourself, resulting from a bad throw, and ending in a suicide.
*If the player crouches and aims as far down as the HUD allows then throws the Plasma Grenade it will attache itself to their foot.
*Like all grenades, it can be shot and detonated by a weapon. A [[BR55|Battle Rifle]] works best.
*It can be used for the [[Warthog Jump]].
*Chieftains can only be stuck on their weapon, feet, and head (once the headdress is knocked off), although it is extremely difficult to do so.
*On one side of the Plasma Grenade, [[Forerunner]] Symbols like that of a Halo:CE  Elite is visible.
*In Halo 2 if you throw a grenade (when you don't have any) while looking down your torso will raise from your hips and you legs will extend. This is due to the model stance change. Others will see your weapon lowered.
*There is a glitch involving getting the sticky off you when you get stuck. To achieve this, get stuck first (should be easy enough, just stand still when they throw a sticky at you). Then, rush towards the nearest teleporter and get through it. Your sticky should have "magically" disappeared. This only works for Halo PC.
*Through the previous glitch, you can also effectively "fall through" Blood Gulch. Time the explosion so that when the sticky blows, you are in the teleporter. You should fall, waving your arms, toward a bottomless end. This glitch is, of course, much easier with the Banshee Fall Glitch. However, this method does not involve vehicles. 
*In ''[[Halo 3]]'' the Plasma Grenade can be shot out of the air.
*In ''[[Halo 3]]'', sticking a Plasma Grenade to the Ghost's front "shield" is not fatal.  This is most likely because the shield protects the driver. However, a stick anywhere else on the ghost will kill the driver.
*In Forge on ''[[Halo 3]]'', there is a trick people can use with stickies to act as a kamikaze. Move right up against a wall and throw a sticky at the wall so that it bounces off and sticks you. When that happens, go into editor mode and fly around. Whenever you feel like it, change back into player mode and the sticky will explode.
*They are also referred to as "blueberries" or "stickies".
*It is possible to get a sticky stuck in a [[Grav Lift]]. It will float in the Grav Lift's gravity stream until an outside force pushes it out. This is inadvisable to do with 2 grenades to 1 grav-lift, as they will eventually stick to each other. This trick can be used in machinimas as an ambiance tool.
*In Halo:CE, if you stay on the [[D77H-TCI_Pelican_Dropship|Pelican]] on [[343_Guilty_Spark_%28Level%29|343 Guilty Spark]], when the pelican crashes, throw a grenade at the end of the map (the gray part), and the grenade will brighten, but it won't explode.
*There is much debate about which grenade is easier to score a stick with between the [[Spike Grenade]] (Type-2 Antipersonnel Grenade) and the Plasma Grenade (Type-1 Antipersonnel Grenade).
*According to the [[Halo 3]] game manual, the Plasma Grenade has the second highest kill and casualty radius (4m and 12m respectively) of all the grenades in the game.
*In [[Halo 3]] [[meta-game]], if you take out a shielded enemy's shields with a plasma grenade explosion (without sticking them), and then headshot that enemy, you will receive the [[EMP Medal]]. This must be done against a shielded enemy (i.e., a [[Brute]]).
*In [[Halo 3]] Plasma Grenades will NOT stick to any other grenade and will simply bounce off if they make contact mid air.
*On [[Halo 3]] in Co-op Campaign, if one player threw a Plasma Grenade at another it bounces off harmlessly. This is to keep players from team killing.
*In [[Halo: Combat Evolved]] Plasma Grenades bounced when they fell on ice.
*In [[Halo 3]], if you melee a Plasma Grenade while it is on the ground it will explode. This is not present in any of the other [[Halo]] games.
*If you stick a [[Flood]] [[Pure Form]] mid-change it disappears.
*If you stick a high ranked enemy, such as a [[Zealot]], they will drop their weapon and roar at you, before blowing up.
*In ''[[Halo 2]]'', plasma grenades would fly through a player lunging with the Energy Sword on multiplayer before an update corrected this.
*When a player is stuck in the head, the grenade completely blinds him or her.  The result has been dubbed the "blue screen of death."
*As seen at the image at top,a plasma gernade has a [[forerunner]] glyph.


== Related Pages ==
===Changes between ''Halo 5: Guardians'' and ''Halo Infinite''===
*[[Type-3 Antipersonnel/Antimatériel Incendiary Grenade]]
*The explosion of the Plasma Grenade leaves behind "splatters" of blue plasma residue.
{{Expand-section}}


*[[Type-2 Antipersonnel Fragmentation Grenade]]
==Trivia==
{{Linkbox|gameplay=yes|gallery=yes|gallerypage=Images of Plasma Grenade}}
*It is difficult but possible to stick another grenade while it is in the air, effectively stopping and detonating both.
*Although they do not stick to regular surfaces, Plasma Grenades will appear to sink into the ground after bouncing off of a surface.
*In ''Halo: Combat Evolved'', the plasma grenade has the same throwing noise as the UNSC frag grenade.
*In the ''Halo 2'' video "[[Another Day at the Beach]]", [[Private]] [[Walpole]] is stuck with a Plasma Grenade on his ODST helmet, but saves himself by throwing away the helmet.
*It is possible to create a makeshift grenade launcher in ''Halo: Combat Evolved'' using two Plasma Grenades. To do this, one should throw a Plasma Grenade at the ground from a safe distance. When it hits the ground, wait a few seconds and then throw the other Plasma Grenade in front of it. If timed right, the blast from the first grenade will launch the other grenade across the map.
*If one sticks an overshielded player with a Plasma Grenade and kills them, one will not receive a stick medal. However, using a Spike Grenade will do so.
*In ''[[Halo 3]]'', ''[[Halo 3: ODST]]'', ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo 5: Guardians]]'', and ''[[Halo Infinite]]'', Unggoy will sometimes arm two Plasma Grenades and run towards the player, becoming suicide bombers. This feature is prominent on the level ''[[Exodus]]'' in ''Halo: Reach''.
*Like the [[Orgudam Workshop firebomb]] grenade and [[Spike Grenade]], if a [[Flood Carrier Form]] is stuck by a Plasma Grenade, it will not release any Infection forms.
*''Halo: Reach'' and ''Halo: Combat Evolved '' are so far the only games in which the player can stick themselves with a plasma grenade by throwing the grenade directly at their foot.
*In the game ''Killer Instinct'', the Plasma Grenades used by Arbiter take the same time to explode as in ''Halo: Combat Evolved'', and the Arbiter often calls them "Cleansing Flame".
*In ''Halo: Reach'' and ''Halo 5: Guardians'', plasma grenades that have been dropped will detonate instantly if shot with a precision weapon such as the magnum.


*[[M9 High-Explosive Dual-Purpose Grenade]]
==Gallery==
<gallery>
File:HCE Plasma nade on the ground.png|The Plasma Grenade in ''Halo: Combat Evolved''.
File:HaloCE-PlasmaGrenade.png|A Plasma Grenade in ''Halo: Combat Evolved''.
File:Catch.jpg|A Sangheili throws a Plasma Grenade at oncoming [[Flood]] in ''Halo: Combat Evolved''.
File:H2-PlasmaGrenade.png|An in-game view of the Plasma Grenade in ''Halo 2''.
File:H3-PlasmaGrenade.png|An angled view of the Plasma Grenade in ''Halo 3''.
File:H3-PlasmaGrenade02.png|Another angled view of the Plasma Grenade in ''Halo 3''.
File:PlasGren.png|A front view of the Plasma Grenade in ''Halo 3''.
File:H3 Suicide Grunt Minor.png|A Suicide Grunt charging at his foes in ''Halo 3''.
File:Plasma grenade study.jpg|A study of the Plasma Grenade in ''Halo 3''.
File:Plas gren primed.jpg|A study of the Plasma Grenade when primed in ''Halo 3''.
File:Explosion study.jpg|Various stages of a Plasma Grenade exploding in ''Halo 3''.
File:HaloReach - Plasma Grenade.png|The Plasma Grenade in the ''Halo: Reach Multiplayer Beta''.
File:HReach-PlasmaGrenade.png|An angled view of the Plasma Grenade in ''Halo: Reach''.
File:Reach T1 Plas Grenade.png|Front view of the Plasma Grenade's arming mechanism in ''Halo: Reach''.
File:HReach-PlasmaGrenade-Front.png|Alternate front view of the Plasma Grenade in ''Halo: Reach''.
File:HR-T1APG-PlasmaGrenade-RefChart.jpg|Reference chart of the Plasma Grenade in ''Halo: Reach''.
File:H4PlasmaGrenade.png|The Plasma Grenade in ''Halo 4''.
File:H4-PlasmaGrenades.png|2 Plasma Grenades in ''Halo 4''.
File:PlasmaGrenade-HUD.png|HUD Icon of the Plasma Grenade in ''Halo 4''.
File:H4-SIVwithSticky.jpg|A [[STRIDER-class Mjolnir|Strider]]-clad Spartan-IV throwing a plasma grenade in ''Halo 4''.
File:H4-PlasmaGrenadeDetonation.jpg|A plasma grenade explosion in ''Halo 4''.
File:H2A - Plasma grenades render.jpg|Renders of the plasma grenade for ''[[Halo 2: Anniversary]]''.
File:H2A Render PlasmaGrenade.png|A render of the plasma grenade in ''Halo 2: Anniversary''.
File:H5G-Sticky.png|A render of a plasma grenade in ''Halo 5: Guardians''.
File:H5G-PlasmaGrenade.jpg|An [[EOD-class Mjolnir|EOD]]-clad Spartan-IV throws a plasma grenade in ''Halo 5: Guardians''.
File:HINF_XGS2020_Plasma_Grunt.png|An Unggoy flying through the sky holding two plasma grenades as seen in the [[Halo Infinite Campaign Gameplay Trailer]].
File:HW2 Yapyap Plasma Grenade.png|A unique Plasma Grenade used by Grunt Riders.<ref name="PLH">'''Halo Wars 2''': [[Phoenix Logs#Banished Units|Phoenix Logs - Grunt Riders]]</ref>
File:HW2 Grunt Rider Grenades.png|A closer look of the Grunt Riders' Plasma Grenade.
File:HINF plasma grenades.png|A collection of Banished plasma grenades.
File:HINF Sangheili Mercenary plasma grenade.png|A Sangheili mercenary getting ready to throw a plasma grenade.
File:HINF Banished Unggoy Ultra plasma grenade.png|A Banished Unggoy Ultra prepares to throw a plasma grenade.
File:HTV-Halo-Sticky.png|[[John-117/Silver|John-117]] sticking a Sangheili with a plasma grenade in ''[[Halo: The Television Series Season Two]]''.
</gallery>


{{Explosives List}}
==List of appearances==
{{Col-begin}}
{{Col-2}}
*''[[Halo: The Fall of Reach]]'' {{1st}}
*''[[Halo: Combat Evolved]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo 2]]''
*''[[Halo Graphic Novel]]''
**''[[The Last Voyage of the Infinite Succor]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Uprising]]''
*''[[Halo 3]]''
*''[[Halo: Contact Harvest]]''
*''[[Halo Wars]]''
*''[[Halo: Helljumper]]''
*''[[Halo 3: ODST]]''
*''[[Halo Legends]]''
**''[[Prototype]]''
**''[[The Package (animated short)|The Package]]''
**''[[Homecoming]]''
*''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''
**''[[Headhunters (short story)|Headhunters]]''
**''[[Midnight in the Heart of Midlothian]]''
*''[[Halo: Reach]]''
*''[[Halo: Combat Evolved Anniversary]]''
*''[[Halo 4: Forward Unto Dawn]]''
{{Col-2}}
*''[[Halo 4]]''
**''[[Spartan Ops]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo: Escalation]]''
*''[[Halo: Broken Circle]]''
*''[[Halo 2: Anniversary]]''
*''[[Hunt the Truth]]''
*''[[Halo: Spartan Strike]]''
*''[[Halo 5: Guardians]]''
*''[[Halo: Shadow of Intent]]''
*''[[Halo: Ground Command]]''
*''[[Halo Wars 2]]''
*''[[Halo: Envoy]]''
*''[[Halo: Legacy of Onyx]]''
*''[[Halo: Bad Blood]]''
*''[[Halo: Fireteam Raven]]''
*''[[Halo: Silent Storm]]''
*''[[Halo: Battle Born]]''
*''[[Halo Infinite]]''
*''[[Halo: The Television Series Season One]]''
**''[[Inheritance]]''
**''[[Transcendence]]''
*''[[Halo: The Rubicon Protocol]]''
*''[[Halo: The Television Series Season Two]]''
**''[[Halo (TV Series)|Halo]]''
{{Col-end}}


==Sources==
{{Ref/Sources}}


[[Category:Weapons]]
{{Covenant ordnance}}
[[Category:The Covenant]]
[[Category:Covenant infantry weapons]]
[[Category:Covenant Weapons]]
[[Category:Grenades]]
[[Category:Infantry plasma weapons]]

Latest revision as of 16:36, September 14, 2024

Anskum-pattern Firebomb
H5G-Plasma Grenade.png
Production overview

Manufacturer:

Iruiru Armory

Type:

Anti-Personnel Grenade

Specifications

Diameter:

14.8 centimetres (5.8 in) (Covenant)[1]
10.7 centimetres (4.2 in) (Banished)[2]

Weight:

2 pounds (0.91 kg)

Filling:

9.3 oz Latent plasma

Operation:

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

Damage radius:

  • Kill Radius: 3.96 metres (13.0 ft)[3]
  • Damage Radius: 12.9 metres (42 ft)[3]
Service history

In service:

Human-Covenant War
Great Schism
Post-Covenant War conflicts

 
Plasma Grenades are elegant and deadly explosive devices developed by the Covenant, and now used in large numbers by the Banished and other successor powers. The smart-matter casing allows it to stick to infantry and vehicles, making it extraordinarily deadly in the hands of skilled users. Stuck plasma grenades bypass shields.[4]

The Anskum-pattern Firebomb[2] or Type-1 Antipersonnel Grenade, more commonly known as the plasma grenade, is a thrown Covenant anti-personnel explosive device.[3] It is analogous to human hand grenades.

Design details[edit]

A blueprint of the Plasma Grenade in Halo: Reach.

"Holy Light!"
— Anonymous Sangheili

The Type-1 Antipersonnel Grenade is a dangerous hand-thrown weapon utilized by Covenant forces, typically used by Unggoy and Sangheili soldiers as both a thrown anti-infantry and anti-vehicle weapon. The grenade is spherical in shape and straightforward in design, with the activation "switch" located on the orange-colored area of the grenade. Above the activation pad is a Forerunner glyph. The glyphs seen on the plasma grenade are known to change with each new model and are believed to be based upon the time of manufacturing and the Covenant religious rituals.[citation needed]

The plasma grenade's casing is made of smart matter programmed to stick to infantry targets. When primed, the Type-1 plasma grenade starts to vent its coolant.[5] After the coolant has been discharged, the plasma generator inside destabilizes and the grenade detonates after approximately 3 seconds. The grenade contains some type of internal mechanism that allows it to distinguish between targets and background, it will stick to a soldier or vehicle, but not to a tree or wall.[6] Post-war study and analysis have discovered that the grenade relies on heat signatures to distinguish targets.[7] Once something has been stuck with a grenade, there is no normal way to remove it, only devices like an advanced electromagnetic shield can temporary disable the internal mechanism. However, this technology is rare and only issued to special forces of both the UNSC and Covenant. Detonation is first visible as a flash of white-blue light, and the kill zone area is instantly subjected to extreme temperatures; whatever is in the ground zero area, be it natural or otherwise, is instantly vaporized. Because there is no magnetic field to contain the plasma, it begins to cool very quickly - thermal expansion begins to take over and the resulting heat fans outward and upward, continuing to burn areas up to forty feet away until the resulting flames have cooled to the point where it cannot continue to expand. After the initial explosion, the kill radius area becomes charged with negative and positive particles which will form electrical currents visible for a short period after the explosion.

The sheer destructive power the plasma grenade deals to any living creature within its vicinity is extreme; when a plasma grenade detonates on, or near a target it is subjected to extreme temperatures, killing anything within a 13-feet radius instantly;[8] damage to the body is extreme, as the heat flash vaporizes the bodies internal fluids and burns flesh and bone to an unrecognizable charred state. The concussion wave released by the grenade will also cause additional damage to anything within the kill radius. Any living being outside of the kill zone may sustain heat damage as well, as non-heat resistant clothing or flammable material may be ignited by the heat released from a detonating plasma grenade. The concussive force released by the grenade can also harm or disorient anything just outside the kill radius and can also be affected by the flames released from the grenade - a person can also receive injuries from objects being ejected out of the kill zone at high speeds as a result of a plasma grenade detonating.

Advantages[edit]

The ability of the T-1 plasma grenade to stick to its target is extremely useful when encountering moving targets that could easily evade other explosive devices. This adhesive property allows the plasma grenade to function as both an anti-infantry and anti-vehicle weapon, where a stuck grenade can take down light vehicles and cause moderate damage to heavier ones. The explosive damage the plasma grenade releases is also effective at destroying objects not sensitive to the heat released by one, and can also serve as an effective support weapon as well. Plasma grenades are also effective at disrupting electronics and shielding when they detonate.[9] The plasma grenade is known to be used by the lesser races of the Covenant as an effective suicidal weapon, a tactic most commonly used by mortally wounded or psychologically unstable Unggoy who will attach primed grenades to their bodies before hurling themselves at their enemies. Against UNSC forces the plasma grenade is an effective psychological weapon due to the various consequences the grenade brings to anyone in its path. Its destructive properties can also leave terrible psychological effects on a person who has witnessed one detonate on a fellow soldier and seeing the destructive damage it has done.[10]

Disadvantages[edit]

The plasma grenade has a three-second fuse that the human equivalent lacks. Therefore, if the plasma grenade does not stick it to the target, the target will have ample time to evade the explosion. Sticking a plasma grenade to enemy infantry can be a gamble, as the target stuck with the grenade will have three seconds to chase down the opposite opponent and kill them as well.

Gameplay changes[edit]

Changes between Halo: Combat Evolved and Halo 2[edit]

  • The color of the grenade itself changed from a light blue to a dark blue.
  • The explosive effects of the grenade are more detailed.
  • The explosion sound effect for the grenade is different and now has more of a subtle hint of a natural explosion.
  • The Forerunner glyph on the grenade is different.
  • The grenade's fuse timer has been reduced (4 seconds to 2 seconds).

Changes between Halo 2 and Halo 3 and Halo 3: ODST[edit]

  • The color of the gas and explosion are now dark blue and the grenade's explosive effect is much brighter and more detailed.
  • The model for the plasma grenade is now much more detailed and the Forerunner glyph is different.
  • The grenade now emits a high pitched noise when sticking and preparing to detonate.
  • Will sometimes stick to a wall.
  • The fuse timer has been reduced by about one second.

Changes between Halo 3, Halo 3: ODST and Halo: Reach[edit]

  • The holographic Forerunner glyph on the casing is different.
  • The grenade is more detailed, featuring four triangular red "buttons".
  • The Plasma grenade, like most Covenant weapons in Halo: Reach, now has a scale pattern on it.

Changes between Halo: Reach and Halo 4[edit]

  • The blast radius is now smaller, making it harder to get a kill when the grenade doesn't stick an enemy.
  • The color of the grenade has been changed to a dark purple, while the lights are a bright green.
  • The grenade has a simpler design, with the Covenant glyphs noticeably absent.

Changes between Halo 4 and Halo 5: Guardians[edit]

  • The lights on the grenade are now blue instead of green.
  • The fuse is slightly longer.
  • Although the blast radius remains small, a blinding effect is inflicted on players at the edge of the explosion.
  • Dropped plasma grenades laying on the ground will explode when shot.

Changes between Halo Wars and Halo Wars 2[edit]

  • The Plasma Grenade emit red colors.
  • The Plasma Grenade deals less damage.

Changes between Halo 5: Guardians and Halo Infinite[edit]

  • The explosion of the Plasma Grenade leaves behind "splatters" of blue plasma residue.
Help.png This section needs expansion. You can help Halopedia by expanding it.

Trivia[edit]

  • It is difficult but possible to stick another grenade while it is in the air, effectively stopping and detonating both.
  • Although they do not stick to regular surfaces, Plasma Grenades will appear to sink into the ground after bouncing off of a surface.
  • In Halo: Combat Evolved, the plasma grenade has the same throwing noise as the UNSC frag grenade.
  • In the Halo 2 video "Another Day at the Beach", Private Walpole is stuck with a Plasma Grenade on his ODST helmet, but saves himself by throwing away the helmet.
  • It is possible to create a makeshift grenade launcher in Halo: Combat Evolved using two Plasma Grenades. To do this, one should throw a Plasma Grenade at the ground from a safe distance. When it hits the ground, wait a few seconds and then throw the other Plasma Grenade in front of it. If timed right, the blast from the first grenade will launch the other grenade across the map.
  • If one sticks an overshielded player with a Plasma Grenade and kills them, one will not receive a stick medal. However, using a Spike Grenade will do so.
  • In Halo 3, Halo 3: ODST, Halo: Reach, Halo 4, Halo 5: Guardians, and Halo Infinite, Unggoy will sometimes arm two Plasma Grenades and run towards the player, becoming suicide bombers. This feature is prominent on the level Exodus in Halo: Reach.
  • Like the Orgudam Workshop firebomb grenade and Spike Grenade, if a Flood Carrier Form is stuck by a Plasma Grenade, it will not release any Infection forms.
  • Halo: Reach and Halo: Combat Evolved are so far the only games in which the player can stick themselves with a plasma grenade by throwing the grenade directly at their foot.
  • In the game Killer Instinct, the Plasma Grenades used by Arbiter take the same time to explode as in Halo: Combat Evolved, and the Arbiter often calls them "Cleansing Flame".
  • In Halo: Reach and Halo 5: Guardians, plasma grenades that have been dropped will detonate instantly if shot with a precision weapon such as the magnum.

Gallery[edit]

List of appearances[edit]

Sources[edit]

  1. ^ Halo Encyclopedia (2022 edition), page 306
  2. ^ a b Halo Encyclopedia (2022 edition), page 482
  3. ^ a b c Halo Encyclopedia (2009 edition), "chapter 11", page 332
  4. ^ Halo Infinite, Forge - Plasma Grenade description: "Plasma Grenades are elegant are deadly explosive devices developed by the Covenant, and now used in large numbers by the Banished and other successor powers. The smart-matter casing allows it to stick to infantry and vehicles, making it extraordinarily deadly in the hands of skilled users. Stuck plasma grenades bypass shields."
  5. ^ Halo Waypoint: Plasma Grenade
  6. ^ Halo: Combat Evolved, Game Manual, page 21
  7. ^ Halo Waypoint: Halo 4 Interactive Guide
  8. ^ Halo: Ghosts of Onyx, "chapter 39", page 359
  9. ^ Halo: First Strike, "chapter 7", page 69
  10. ^ Halo: The Flood, "chapter 2", page 67
  11. ^ Halo Wars 2: Phoenix Logs - Grunt Riders