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Anskum-pattern plasma grenade: Difference between revisions

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{{Era|H1|H2|H3|HW|FOR|TF|FS|GOO|CH|HGN|UP}}
{{Status|Canon}}
{{Ratings}}
{{Title|''Anskum''-pattern plasma grenade}}
{{Weapon
{{Weapon infobox
|image=[[Image:Plasma Grenade.jpg|300px]]
|name=''Anskum''-pattern Firebomb
|name=Type-1 Antipersonnel Grenade
|image=[[File:H5G-Plasma Grenade.png|300px]]
|manufacturer=
|manufacturer=[[Iruiru Armory]]
|model=Type-1
|model=Type-1
|type=Anti-Personnel Grenade
|type=Anti-Personnel Grenade
|cost=
|length-title=Diameter
|size=15.1 centimeters in diameter
|length= {{Convert|14.8|cm|in}} (Covenant){{Ref/Book|Id=EN306|Enc22|Page=306}}<br>{{Convert|10.7|cm|in}} ([[Banished]]){{Ref/Reuse|EN}}
|damage per hit=Very High.   
|weight = {{Convert|2|lb|kg}}
*Kill Radius: 5m
|optics=
*Casualty Radius: 13m
|range-title=Damage radius
|magazine=
|optics=
|max ammo=
|range= 
|fire=
*Kill Radius: {{Convert|3.96|m|ft}}<ref name="ency">'''[[Halo Encyclopedia (2009 edition)]]''', "chapter 11", ''page 332''</ref>
|ammo type=[[Plasma]] (Explosion)
*Damage Radius: {{Convert|12.9|m|ft}}{{Ref/Reuse|ency}}
|capacity=
|feed =  
|ammotype-title=Filling
|ammotype=9.3 oz Latent plasma
|operation=Fused when activated, explodes 3 seconds after hitting a surface.
|operation=Fused when activated, explodes 3 seconds after hitting a surface.
|rate of fire=
|rate=
|accuracy=Depends on user   
|service=[[Human-Covenant War]] <br> [[Great Schism]] <br> [[Post-Covenant War conflicts]]
|range=Depends on user
|affiliation=[[Covenant]] <br>
|era=
[[Thel 'Vadam's Covenant faction]] <br>
|counterpart=*UNSC:[[Frag Grenade]]  
[[Covenant remnants]]<br>
*Covenant:[[Spike Grenade]], [[Firebomb Grenade]]
[[Banished]]
|counterweapon=
|affiliation=[[Covenant]]
}}
}}
{{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.


The '''Type-1 Antipersonnel Grenade''' is a grenade designed by the [[Forerunners]] and used by the [[Covenant]] infantry. <ref>http://www.microsoft.com/silverlight/halo3.aspx</ref> The grenade sticks to its target if thrown accurately, and detonates automatically in 3 seconds. It can also be manually detonated by a button press or by firing onto it.
==Design details==
Few technical details are known about the Plasma Grenades, since they are of alien origin.
[[File:ReachSchematic - PG.png|150px|thumb|left|A blueprint of the Plasma Grenade in ''Halo: Reach''.]]
Engraved on the Plasma Grenade is a Forerunner symbol, though its appearance was inconsistent, being changed in every game within the ''Halo'' trilogy.
{{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}}


==Blue Gas==
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.
[[Image:1225554531 Plasma nade 2.jpg|thumb|right|A Plasma Grenade in mid-flight, with blue-gas trail.]]
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. ''(Bungie Forum)''{{fact}} 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, seen in all games.
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.


==Stickiness==
===Advantages===
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 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>


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.
===Disadvantages===
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.


===Theories===
==Gameplay changes==
:'''''Note:''' The following is speculation and theory.''
===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).


====Sticking to Targets====
===Changes between ''Halo 2'' and ''Halo 3'' and ''Halo 3: ODST''===
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.
*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.


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.
===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.


[[Image:1220831252 Plasma nade.png|thumb|left|A Plasma Grenade from ''[[Halo:CE]]''.]]
===Changes between ''Halo: Reach'' and ''Halo 4''===
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.
*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.


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 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.


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.
===Changes between ''Halo Wars'' and ''Halo Wars 2''===
*The Plasma Grenade emit red colors.
*The Plasma Grenade deals less damage.


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 (level)|Cortana]]. This would also allow it to stick to vehicles.
===Changes between ''Halo 5: Guardians'' and ''Halo Infinite''===
*The explosion of the Plasma Grenade leaves behind "splatters" of blue plasma residue.
{{Expand-section}}


====Sticking to Throwers====
==Trivia==
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).
{{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.


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.
==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>


It is also possible that it will not stick to the thrower because the user may have to hold down the activation switch and apon releasing the switch it will become sticky.
==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}}


==Detonating Timer==
==Sources==
[[Image:Suicide_Grunt.jpg|left|200px|thumb|A Kamikaze [[Grunt]] charging at his foes.]]
{{Ref/Sources}}
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 [[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]]).
{{Covenant ordnance}}
 
[[Category:Covenant infantry weapons]]
==Effects on Health==
[[Category:Grenades]]
[[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]] while trying to extract a [[weapons]] cache. 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 instability as well as other things, making it impossible as a weapon of self defense against the Flood (except in the case of [[Staff Sergeant]] Avery Johnson who, for unknown reasons, seems to be immune to the side-effects, even though he rejected the treatment and cure).
[[Category:Infantry plasma weapons]]
 
==Strategies==
[[Image:Nade_stuck_h3.JPG|right|thumb|A Plasma Grenade explosion as seen in ''[[Halo 3]]''.]]
The Plasma Grenade releases a very powerful and intense explosion, that when stuck to a [[Sangheili]] or [[Spartan II|Spartan]], its blast completely drains their [[Energy Shields]], cutting cleanly through their defenses and killing them instantly.
 
===Basic===
*The Plasma Grenades from ''[[Halo: CE]]'' are probably meant for taking out masses of targets based on its rather large blast radius. In subsequent games its blast radius is reduced.
*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: 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 [[Halo 3]] (except for the plasma pistol overcharge), making it less effective against infantry.
*Like all [[grenades]], it can be shot and detonated by a weapon. A [[BR55|Battle Rifle]] or [[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper Rifle]] work best.
*If a player's weapon is stuck with a Plasma Grenade, it is possible to pick up another weapon, 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, since you still carry the "stuck" weapon.
===Advanced===
[[Image:H2_eliteranger_pgstuck.jpg|right|thumb|An [[Elite Ranger]] stuck with a Plasma Grenade, in ''[[Halo 2]]''.]]
*It has actually been known for players to somehow "remove the sticky" and throw it back, but on closer inspection you will notice that it only works if you stick your hand, then throw a grenade or a piece of equipment.
*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: CE]]''. A similiar effect occurs when they hit each other while in mid air, causing them to bounce off each other. This is best seen in the Top 10 Halo 3 Suicides video.
*If the user can throw the Plasma Grenade onto an [[Equipment]] and it rolls inside a [[Bubble Shield]] the Plasma Grenade will stay on the Piece of Equipment.
*In a [[Forge]] game, after getting stuck, turning into [[monitor]] mode will cause the grenade to not detonate. But if you turn into an [[Sangheili]]/[[Spartan II|Spartan]] the grenade will explode.
*In ''[[Halo 3]]'' if you throw a Plasma Grenade at the right spot on the [[Pelican]]s cockpit it will stick the driver, kill him and the Pelican will fall below the map.
*In ''[[Halo 2]]'' if you stick an [[Elite Ranger]], they will be unable to escape the explosion, even though equipped with zero-gravity backpacks. If a grenade is thrown on nearby ground, they will simply fly to a distance, escaping unscathed.
*In ''[[Halo 2]]'', the Heretic Leader [[Sesa 'Refumee]] and first main antagonist in the game, can be easily killed by sticking him with a single Plasma Grenade. The [[Thel 'Vadamee|Arbiter]]'s [[Active Camouflage]] must be used in conjunction, in order to get close enough to correctly calculate the trajectory of a Plasma Grenade.
*You can actually suicide bomb with it. If you use the trick above in [[forge]] so you don't explode, you can fly right up to a person and the change back into an [[Sangheili]]\ [[Spartan II|Spartan]], you will explode right by them.
 
===Multiplayer===
*As a stuck player will be killed even if possessing overshields, Plasma Grenades are more commonly used than frag grenades.
*They are often used as a last ditch effort. When about to be shot down, many will stick their opponent effectively killing them "from the grave".
*In ''[[Halo: CE]]'', infinite grenades may be applied to a game style. This is entertaining but results in tremendous lag on online play.
*In gametypes such as [[Capture the Flag]], and [[Neutral Bomb]] many defending players would utilize the Plasma Grenades to either destroy incoming vehicles from the opposing team, or kill any escaping team members.
*In Halo 3 the plasma grenade an be slammed away by a gravity hammer, but making the plasma grenade in one second explode from the force of the hammer, making this tactic risky.
*The plasma grenade is considered the most deadly grenade in the halo series.
 
===Failures===
*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 hurt.
*Some units cannot be stuck, such as [[Brute Chieftains]], who have immunity from sticking with their armor being designed to combat the effects of Plasma Grenades. However, their weapon can still be stuck, which results in an immediate kill as usual.
*Some units, such as [[Hunters]], can be stuck and will get damaged by a grenade explosion, although a single grenade will fail to kill them. This is due to their immense physical strength and tough rhino-like skin which substitutes for [[Energy Shields]].
 
==Target Reactions==
*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 in an attempt to take you out.
*In ''[[Halo: CE]]'', Grunts may occasionally yell "Not again!", which could mean they could have survived an explosion from a Plasma Grenade before, probably by jumping away in the nick of time.
*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". On rare occasions, they will still shout "Demon flare!" even if it is thrown by an ally. These quotes may correlate to the meaning of the Forerunner symbol(s) printed on the Grenade.
 
== See Also ==
*[[Type-3 Antipersonnel/Antimatériel Incendiary Grenade]]
*[[Type-2 Antipersonnel Fragmentation Grenade]]
*[[M9 High-Explosive Dual-Purpose Grenade]]
 
{{Covenant Weapons}}
[[Category:The Covenant]]
[[Category:Covenant 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.
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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