Anskum-pattern plasma grenade: Difference between revisions

m (→‎Campaign: fixing.)
Line 32: Line 32:
==Design Details==
==Design Details==
[[File:ReachSchematic - PG.png|150px|thumb|left|A blueprint of the Plasma Grenade in ''Halo: Reach''.]]
[[File:ReachSchematic - PG.png|150px|thumb|left|A blueprint of the Plasma Grenade in ''Halo: Reach''.]]
The Type-1 Antipersonnel Grenade is a dangerous hand thrown weapon utilized by Covenant forces, typically [[Unggoy]] and Sangheili soldiers. The Type-1 Plasma Grenade is a spherical explosive and is made of an unknown material, the grenade in terms of design is straight forward, the activation "switch" is 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 is believed to be based upon the time of manufacturing and Covenant religious rituals. Using technology that is barely understood, even by the Covenant, the Type-1 Plasma Grenade is employed as both a thrown anti-infantry and anti-vehicle weapon.
The Type-1 Antipersonnel Grenade is a dangerous hand thrown weapon utilized by Covenant forces, typically [[Unggoy]] and [[Sangheili]] soldiers. The Type-1 Plasma Grenade is a spherical explosive and is made of an unknown material, the grenade in terms of design is straight forward, the activation "switch" is 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 is believed to be based upon the time of manufacturing and Covenant religious rituals. Using technology that is barely understood, even by the Covenant, the Type-1 Plasma Grenade is employed as both a thrown anti-infantry and anti-vehicle weapon.


When primed, the Type-1 plasma grenade emits a blue plasma gas, this emission is light so that the grenade does not stick to the person priming the grenade. When thrown, the plasma gas begins to intensify enough that if it comes into contact with a vehicle or infantry, the plasma will start to burn into the surface and adhere to it until detonation. 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. Once something has been stuck with a grenade, there is absolutely no way to remove it. After sticking to a target, or otherwise coming to a rest a three-second fuse is activated.<ref>'''[[Halo: Combat Evolved]]''' ''Game Manual'', page 21</ref> Detonation is first visible as a flash of white-blue light and the kill zone area is instantly subjected to extreme temperatures, and whatever is in the ground zero area, be it or natural and unnatural formations or otherwise, are 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 an area 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.
When primed, the Type-1 plasma grenade emits a blue plasma gas, this emission is light so that the grenade does not stick to the person priming the grenade. When thrown, the plasma gas begins to intensify enough that if it comes into contact with a vehicle or infantry, the plasma will start to burn into the surface and adhere to it until detonation. 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. Once something has been stuck with a grenade, there is absolutely no way to remove it. After sticking to a target, or otherwise coming to a rest a three-second fuse is activated.<ref>'''[[Halo: Combat Evolved]]''' ''Game Manual'', page 21</ref> Detonation is first visible as a flash of white-blue light and the kill zone area is instantly subjected to extreme temperatures, and whatever is in the ground zero area, be it or natural and unnatural formations or otherwise, are 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 an area 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.
66

edits