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Hot Dogs, Horseshoes & Hand Grenades/Grenades & Explosives

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Grenades & Explosives

Placed under the broader lass of "support" weaponry in-game, this class also includes several things which aren't on this page, namely sticks of dynamite, fuse-based banana grenades, molotov cocktails, and "totally realistic ninja smoke bombs". The "Return of the Rotweiners" mode also contains a device for making improvised grenades, known as the "Whizz-Bang-a-Dinger"; these are fictional devices made of soup cans, coffee cans, or buckets, detonated by time fuse (using kitchen egg timers), impact (using bang-snaps), remote (using portable radios and a homemade detonator constructed from a barbecue lighter), or proximity (using a fish finder), and filled with whatever the player can fit into them (capacity varies based on size, with effects being more cartoonish than sensible - grenades or dynamite for actual explosive content, live ammunition for shrapnel, whole guns to increase shrapnel velocity, rail adaptors for sticky bombs, reflex sights for bouncy bombs, scopes to increase throwing distance, etc.). While, as mentioned, fictional, they are noted here for the sake of clarity.

ATK SLAM

Added in Update #87, the "S.P.A.A.M." is a blue-painted Alliant Techsystems SLAM, and the reason that this page is now called "Grenades & Explosives" instead of just "Grenades". Like many of the other things in this update, it served as an homage to Half-Life 2; more specifically, it references Half-Life 2: Deathmatch, which included the SLAM. As in that game, it can function in two of the real weapon's 4 attack modes - command detonation and side-attack (with the former working as expected, and the latter emitting a visible laser beam rather than the real deal's IR temperature sensor, rather like HL1's fictional laser tripmines). Aside from its role as a reference, the S.P.A.A.M. also fulfilled two long-standing community requests: a remote-detonated satchel charge, and a tripwire-activated mine.

ATK SLAM
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COME ON AND SPAM!
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AND WELCOME TO THE HAM!
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Right, with that out of our collective systems...
Toggling this dial on the side of the device creates a beep and turns on the red LED instead of the green one.
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Somewhat more usefully, it allows the S.P.A.A.M. (and any other armed ones placed) to be detonated with this remote.
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Like so. Note that the remote's trigger is pushed outward, rather than inward; this was a bug, which was fixed in the subsequent update.
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(Here's some proof, for the skeptics.)
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If you prefer to take less of an active role in your explosions, then this little cover should interest you.
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Clicking on said cover flips it up, exposing the laser sensor, and engaging the side-attack mode. It also allows the device to stick to surfaces via its bottom-mounted suction cups (as seen here); once stuck to a surface, there's a short delay before the laser activates. Once it's in place, there's not really anything that can be done about it - it's there, it's armed, and it isn't leaving quietly.
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As with the Half-Life games' laser tripmines, the beam appears to be a rangefinder; should anything change its length (by either breaking or extending the beam)...
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...the SLAM reacts accordingly.
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The utility of this mode is rather obvious: just set some up by a doorway, and let some poor unsuspecting Sosig get blown to kingdom come.
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The command-detonation mode also saw its fair share of tinkering; in particular, many players used S.P.A.A.M.s in conjunction with the same update's dark-matter lemons, like so.
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The resultant blast is a sight to behold indeed. Preferably from a very, very long distance away.

"Cyber Grenade"

Added concurrently with the stylized M67 below (i.e. before H3VR was H3VR), the "Cyber Grenade" (or more properly, the "Hedron Munitions Variable Fuse Timing Grenade") is based loosely on the MK3 offensive hand grenade - more precisely, it is based on the MK3-based "M83" grenade from Half-Life 2. As the name implies, its fuse is adjustable, with options for 2-, 3-, 5-, 8-, and 12-second fuses, each including appropriate gradually-quickening-and-pitch-sharpening booming of a speaker and blinking of a red LED.

MK3A2 offensive hand grenade
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An officially-released render of the Cyber Grenade from various different angles, showing off some of the markings; apparently, its proper numerical designation is "M340-A1".
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A trio of M340s on a table, along with some other explosive toys. Why yes, this is an early testing build. Why do you ask?
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"This fuse is too short."
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"This fuse is too long."
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"This fuse is juuuust right."
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Satifsfied, "Alphi-Locks" pulls the pin on her Cyber Grenade...
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...lets off the lever...
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...and throws the cooked grenade at a stack of boxes.
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That having proven ineffective, she instead tries throwing one without cooking it first, letting the lever simply fly off on its own.
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"BAM! HAHA, take THAT, boxes!

Man, the homeowners are NOT gonna be happy about this...
"

"Det Pack"

This Meat Fortress explosive is very reminiscent of the Demoman's Dynamite Pack from Team Fortress 2's pre-release media; here, the Det Pack has a ten second timer that, upon detonation, flings five sticks of dynamite into the air that detonate one second later.

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The Demoman's cut Dynamite Pack, for comparison.
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Quite similar to the in-game device, albeit with a couple extra sticks of dynamite, and wires that actually connect all of them.
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And, of course, labeled keys. An extra row of 'em, too - pushing the green one starts the timer...
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...and frantically slamming your hand into the red one because you realized that you're holding a 10-second time bomb and you're nowhere near anything but allies resets it.
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Just-as-frantically throwing a primed Det Pack, for the exact opposite reason.
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Once the timer hits zero, the device goes off in two separate stages - first, a small explosion ignites and scatters the dynamite.
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Then, once they're all airborne, the dynamite sticks themselves go off; like the "Highland Fling" stickybomb round, these go off slightly out of sync, increasing both effectiveness and chaotic-ness.

F-1 Hand Grenade

To celebrate H3's 5th anniversary, Update #98 added 14 grenades, the F-1 hand grenade being one of them. A poster in the "GP_Hangar" scene also prominently features the F1.

F-1 hand grenade
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Examining an F-1 grenade. It uses the ubiquitous UZRGM fuze (the "U" quite literally stands for "universal" - or rather, the Russian word for "universal"); like the other in-game grenades using this fuze, its lever features a unique set of stamped-in markings.
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Also like the game's other UZRGM-fuzed grenades, the pin's split end correctly flattens out when it's pulled; the rarity of this detail makes it all the more wonderful to see.
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Popping off the lever. The information in those markings will forever be lost to time...
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While mourning the loss of another Alexandria is a perfectly acceptable thing to do, doing so with a live, fuze-burning grenade in your hands is a bit more of a social taboo. After all, nobody will have your back when they can't safely stand within 2 meters of you.
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Instead, turn that sorrow into white-hot rage, and blow up some tiny buildings to sate it. Let's hear it for healthy coping mechanisms!
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Oh, and a subsequent update repainted the F-1 in green. The score screen's reference image apparently hasn't gotten the memo about this.
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Examining a cautionary poster while holding the energy machine pistol from COMPOUND in an aircraft hangar converted into an IPSC-style shooting range, while wondering exactly what qualifies as "clowning around" in the context of H3.

FMK-2 Hand Grenade

Added in Update #98, the FMK 2 makes its mark as the game's first Argentinian weapon, and as the first known video game appearance of this particular grenade (and only its second known media appearance, the first being Soldier's Revenge).

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FMK-2 hand grenade
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The FMK-2 in-game; like the reference image, but without the markings. As a note of trivia, the FMK-2's unique fuze design comes from its dual-mode function; aside from being a hand grenade, the FMK-2 can be used as a rifle grenade (a function which isn't represented in-game, since H3 has neither rifle grenades nor Argentinian rifles).
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Pulling the pin out of the FMK-2.
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Letting the lever rather unenthusiastically pop off.
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Far more enthusiastic is the grenade's throw; the FMK-2's small size translates to a higher throw force multiplier in-game, allowing for relatively light throws to send it surprisingly far.
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The FMK-2's explosion is also decently enthusiastic for a grenade of its size.

"Holy Horseshoe Grenade"

This grenade, added in Meatmas 2023, is highly reminiscent of the Holy Hand Grenade of Antioch from Monty Python and the Holy Grail. It uses the same disintegration effect as the Dark Matter Lemon Launcher used on the Sustenance AR3.

"Impact Flash Grenade"

Update #89 added the second TF2-themed grenade, a fictional impact-detonated flash grenade meant for the Sniper.

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Having gone a fair bit too far into enemy territory, a RED Sniper grabs a flashbang, and prepares to make his escape.
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Pulling out the rather oddly-shaped pin; this causes the top and bottom portions of the grenade's casing to pop out, revealing the glowing yellow core beneath.
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Throwing the grenade at an enemy Sniper-Sosig's dropped rifle...
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...with predictable consequences.

"Incendiary Grenade"

Update #102's first formal alpha build added another TF2-themed grenade; being meant for the Pyro, it is unsurprisingly an incendiary grenade, and is based on the unusable grenades strapped on the Pyro's model in TF2 (themselves loosely based on the AN/M14 incendiary grenade).

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AN/M14 incendiary grenade
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Taking a look at the farm-fresh Incendiary Grenade; compared to the original TF2 design, this version has a more detailed fuze assembly, a recessed band around the middle (as opposed to a painted-on one), and an actual designation marked - "WP-03", presumably implying its incendiary contents to be white phosphorous. After all, it's not like the Geneva Conventions apply in wars fought over gravel, right?
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Reaching for the grenade's pin...
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...which apparently isn't as straightforward a process as one would expect.
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After some fiddling, the concerningly-smooth pin comes out, with the ring somehow still attached.
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After that, it's just a quick shift of the hand to release the lever, as seen here in front of literally the only possible target that this wouldn't be effective against.
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Throwing the grenade pitifully far off the mark, just to add insult to non-injury.
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The grenade bursts open into a spectacular display of flames, seemingly out of either pity or a desire to mock its thrower's lack of throwing abilities.
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Sneaking up on an enemy hamburger Sentry Gun Sentry Turburgert, and putting the Incendiary Grenade to more proper use; one of the most common applications of such devices in reality is not against enemy personnel (in at least some part due to the fact that, as mentioned, doing so is illegal), but against enemy equipment - an easy way to destroy something important, without having to stand as far back as a conventional explosive.
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Needless to say, the in-game grenade does a fine job in this role.

M112 Demolition Charge

One of several long-requested items added in Update #99 was a remotely-detonated C4 charge - an M112 demolition charge, to be precise.

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M112 C4 demolition charge
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Admiring the slightly squashed M112 and its corresponding detonator. The markings are excellently authentic - yes, military C4 charges are often marked to discourage any attempt at eating the forbidden cookie dough.
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Flipping the switch on top of the simple remote detonator (which seemingly consists of an antenna, the aforementioned switch, and some metal hardware buried in the block that presumably contains a battery and blasting cap); this can be done regardless of whether or not the charge is being actively held, allowing for a convenient means of one-hand priming.
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Tossing the danger brick towards an unsuspecting Sosig...
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...and pressing the detonator's single switch, with predictable results. A quick tip for anyone who wants to try using the blocks like this: throw them a bit further.
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One feature more tailored more to gameplay than realism is the C4's stickiness (something which the M112 block's Mylar wrapping is specifically designed to alleviate); slamming one onto a piece of level geometry will leave it stuck there, as Mr. C4 here shows.
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Just remember: as friendly as he may seem, once you push the switch, Mr. C4 is no longer your friend. Nor is he the friend of anybody standing this close, for that matter - so, for your own sake, try standing a little further away. Unless you want to end up like the Sosig to the left - or the cameraman, for that matter.

M18 Smoke Grenade

Update #52's 10th alpha added the M18 smoke grenade to the game. There are three types available - a normal red one, a (sadly) fictitious red, white, and blue one, and (after Update #97) an also fictional white one.

M18 smoke grenade (red)
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Inspecting an M18, whilst wondering whether or not the indoor range has smoke alarms.
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"Well, only one way to find out..."
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Pitching the M18 downrange.
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Thanking the Broken God MEKHANE that no alarms went off, the invisible cultist takes a closer look at the developing smoke cloud. Note that the cloud is just a bunch of opaque red spheres; the reasoning behind this stylistic approach is twofold: it helps ease the impact that these grenades have on a user's computer (especially when one considers that these grenades can be spawnlocked and thrown in limitless quantities hither, mither, and yonder), and it allows for more dynamic effects - the smoke in this game responds to the presence of objects and level geometry, expands and moves with respect to other smoke-spheres, and can be pushed around by explosions; they also release smoke gradually, rather than all at once as in most games, which allows the player to run around with a lit smoke grenade in each hand, leaving a trail of smoke behind them (a rather bad idea in reality, since the M18 is a burning-type smoke grenade - then again, so are a lot of things this game lets you do).
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'Murica.
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The patriotic smoke grenade's 3-color cloud.
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Update #97's white M18; the markings fail to specify this color, since the original asset pack lacked a texture with a "WHITE" color marking (likely due to the fact that no such version exists).
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Letting the lever fly off; note that the top cap's texture has also been altered to match its new color.
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Quickly throwing the grenade before it starts burning; again, note the volumetric smoke-ball effect at work, creating a lovely white smoke rainbow that terminates in a cloud. Wonderful.

M18A1 Claymore

The M18A1 Claymore was added in Update #99. In traditional videogame fashion, it is proximity-detonated, with a pair of lasers showing the approximate detonation zone.

M18A1 Claymore Mine
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Skulking his way through a secret facility with no obvious entrance or exit, Flaccid Steak reads a rather uninviting message. Probably works better than "No Solicitors"...
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The other side of the M18, with some markings that, silly as they sound, are indeed a real feature of the mine. Definitely a good story or two behind those.
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Fortunately for Steak, these Claymores are the video-game variety, with none of the wire-installing or tripwire-tensioning of the real deal.
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Just plop the thing down, and it'll do the rest. Disarmament is just as easy to boot - simply walk up behind it, and pick it back up - the legs fold back up, and the lasers (repurposed from the game's "Tactical Laser 1" attachment model and screwed into the real mine's fuze wells) turn off, no questions asked.
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In fact, this is the only way to safely get rid of a planted Claymore - they're impervious to all forms of damage, including the second boss's weird energy-blaster-thing.
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Tossing a random object won't work either - these are dignified, discriminating lasers, that won't send a trigger signal for something as mundane as a Sosigun.
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In fact, the only things that can set a Claymore off are Sosigs and the player - as this unwitting volunteer is about to demonstrate.
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Planting the mine causes this within a frame or two; the mines' lasers turn on the exact instant they're planted, which can cause some rather embarrassing deaths for anyone who sets one facing the wrong way (hey, it doesn't say "FRONT TOWARD ENEMY" for nothing). The fact that, unlike a real M18, the in-game mine also causes no damage whatsoever to anything behind it means that, silly as it may seem, CQC-ing with Claymores can be a genuinely viable tactic, especially against some of the mode's bosses.
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The fact that they can be spawnlocked and duplicated indefinitely also allows for the creation of some exceptionally well-defended positions.
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*Ode to Joy intensifies*

"M219 Greaseweasel"

The "M219 Greaseweasel Fragmentation Grenade" is a fictional grenade, primarily based on the M67 hand grenade and was added in the game's earliest stages of development, prior to the game even having a name. The Meatmas 2016 update added a special red-painted variant known as the "M25 Jingler"; this acts much the same as the standard version, but produces sounds of jingling bells and red, green and white confetti when it detonates.

M67 fragmentation grenade
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And no, we weren't lying about the name. Note the rather M26-like mid-body seam, contrasting with the grenade's M67-like shape. Well, it is a fictional model, after all...
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Pulling the pin out of an M219, in a far more polished-looking environment.
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Idly tossing the grenade over a ledge.
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Alternatively, should one desire, they can release the grenade's spoon without letting it go to burn the fuze down before throwing, a process known as "cooking". This is generally frowned upon in reality, for obvious reasons.
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Throwing the cooked grenade...
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...before commencing the also frowned-upon act of watching it go off from about 10 meters away.
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The "M25 Jingler" in the item spawner. As with the game's other explosive grenades, the gray text that would normally indicate a firearm's caliber instead simply reads "Boom".
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Grabbing a Jingler in the middle of a gunfight with some less-than-welcoming elves; apparently, its full designation is "M25 JINGLER CONFLAGRATION GRENADE".
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Pulling out the shiny green pin.
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Giving the Jingler a throw...
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...and, one frame later, giving the lever a polite reminder that this is its cue to leave.

M26 Hand Grenade

The M26 hand grenade was added on Update #98.

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M26 hand grenade
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Examining an M26 "lemon" grenade out at the Boomskee range; the markings are accurate (and seemingly based directly on the image above, to some extent), with the formal designation on the first and second lines ("GRENADE HAND" and "FRAG, DELAY M26", respectively - US military equipment designations have a tendency to be written backwards), and additional info on the third ("5-69", denoting that the grenade was produced in May of 1969, "COMP B" denoting that the explosive filler consists of Composition B, and "LOTLS-69" denoting the lot number, LS-69).
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Yanking out the pin...
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...releasing the lever...
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...and letting slip the lemons of war.
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As it turns out, these particular war-lemons are of the "explosive" variety; the engineers still haven't figured out the combustible ones yet.

M67 Hand Grenade

A real M67 hand grenade (different to the M67-based "M219" above) was added on Update #98.

M67 hand grenade
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Ladies and gentlemen, rejoice! Not only is there a properly-modeled M67 now, but there's also an Update #98 grenade whose screencaps aren't from the Boomskee scene! It's a miracle twofer! A BOGO deal on divine intervention!
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Anyway, the new grenade also has proper markings, right down to the ones on the lever.
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Speaking of the lever, it's relevant here. Speaking to the lever, "bye!"
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Dropping the grenade at the quote-unquote feet of a group of Sosigs, and running away to watch it blow. The result is more or less what you'd expect.
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Far less in line with one's expectations is the resulting shrapnel pattern. The red lines denote guaranteed pieces, while the yellow ones are situation-dependent; the latter appear when and if a "valid" target is in a grenade's blast radius, directing a cone of shrapnel towards that particular enemy (hence the one-sided pattern seen here). This was meant to strike a compromise between realism and performance - modern hand grenades can produce thousands of fragments, but that'd be nearly impossible to simulate, so the game instead only spawns this thick cloud of shrapnel when it'd have a noticeable impact.

M84 Stun Grenade

The final item added to the game in the 10th alpha of Update #52 is the M84 stun grenade. Of note is that H3 correctly shows the M84's dual pins, something which very few pieces of media demonstrate.

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M84 stun grenade
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The M84 in-game.
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Pulling out the first pin...
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...and the second one.
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Tossing the M84 through a doorway that looks conspicuously like a range booth.
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The M84 detonating. Notably, upon the M84's initial addition, it didn't use the standard video game system for flashbangs wherein the explosion whites out the player's screen and fills their speakers with a tinnitus-like ringing; it was assumed that, in a VR headset, the M84's detonation alone would be significant enough to cause a similar disorientation in players without the use of these effects. However, a more significant blinding and deafening effect was later added following the introduction of Sosig-usable flashbangs, as it was found that players could easily ignore enemy flashbangs.
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Top 10 Haunting Photos Taken Moments Before Disaster

Mk. 2 Hand Grenade

The first of three WW2-era grenades added in the 11th alpha build of Update #52 is the Mk 2 hand grenade. Update #91 added a stylized version of the Mk. 2, as a new addition to the Meat Fortress Soldier class.

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Mk. 2 hand grenade
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While reaching for his grenade, our GI friend notices something... off about the pin.
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Fortunately, as he discovers, the laws of physics are still enforced outside of quick-belt slots.
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Pulling out the pin...
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...releasing the spoon...
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...and sending the entire indoor range on the Pineapple Express.
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Boom.
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Inspecting the considerably larger Soldier grenade; unlike the previously-added Meat Fortress grenades, this isn't a wholly original design, being based on the grenades that the Soldier in TF2 carries on his chest.
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Spotting a pair of enemies down below, the Soldier pulls out his grenade's pin...
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...gives it a toss...
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...and gets a face full of shrapnel for his troubles, since the fuse on these grenades only lasts a grand total of one second. While there's a joke to be made here about the Soldier himself having a rather short fuse, this was actually a mistake, which was corrected in the following update.
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As such, doing this is no longer guaranteed to end up the same way that it usually does.

Mk. V CN Gas Grenade

The Mk.V CN Gas Grenade was the only non-explosive grenade added on Update #98.

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Mk. V CN gas grenade
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A Mk. V in-game, taking full advantage of not being real to let its paintjob be in much better shape than the one in the reference image.
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Pulling out the pin.
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Letting the lever go; this isn't quite as bad an idea with a gas grenade as it is with a frag, but it's still rather likely to end in tears. Literally, in this case.
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Besides, it's not as if the Mk. V isn't explosive at all, either - while weak, the distinct "pop" of the gas being initially released is still enough to damage buildings and (as seen here) throw debris around. Still, they're less than ideal for this particular mode, and make for a rather disappointing drop overall - excluding their immediate post-launch incarnations, which did actually release shrapnel (a bug that was later hotfixed).

Model 24 Stielhandgranate

The second of these WWII-centric grenades is the Model 24 Stielhandgranate.

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Model 24 Stielhandgranate
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Having immediately taken up the stranger on his offer of $50 for "some old pepper shaker I found in my grandpa's closet", the collector holds his prize.
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A closeup of the grenade's head, which shows off the markings.
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While it can be used as a melee weapon in-game, our collector is fortunately far too sober and depth-perceiving and not nearly Scottish enough for it to do that.
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Removing the safety cap...
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...before somewhat overzealously yanking the entire string out of the grenade.
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Tomahawking the grenade across the room.
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The M24's blast. Spicy pepper indeed.

No. 36 Mills Bomb

The No. 36 Mills Bomb was another one of the grenades added in Update #98.

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No. 36M Mills Bomb
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Admiring a No. 36 out in the mountains of Northest Dakota.
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Pulling out the pin.
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Letting the lever go; as bad of an idea as this is in reality, there are no real consequences in a game of Boomskee. Well, not unless you whack your hand into the ceiling, like a certain editor did...
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Watching the Mills go off; while 50,000 points sounds impressive at first, it loses its impressiveness when you realize that 10,000 points is the minimum.

No. 69 High-Explosive Grenade

The third and final of these grenades is the No. 69 High-Explosive Grenade, a British WW2-era "offensive"-type hand grenade with an impact-based fuze.

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No. 69 High-Explosive Grenade
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Inspecting a fresh plastic grenade. Note the line of red "X" marks; this doesn't indicate that it's filled with high-proof moonshine, but rather that it's filled with Amatol. While we can't recommend that you consume either, if you have to pick one, go with the Amatol. It tastes better.
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Removing the cap, which serves as the No. 69's safety system.
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Tossing the grenade down-range...
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...and ending this page properly - that is, with a bang.

OF-15 Hand Grenade

The OF-15 hand grenade was added on Update #98; it is the game's first French hand grenade, and goes by the name "F1 M1916" in-game.

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OF-15 hand grenade
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Examining an OF-15 in the Boomskee range. While any other weapon being in this sort of condition would imply that it's seen extensive use, a grenade being in this state implies the exact opposite.
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Luckily, the rust isn't severe enough to prevent the pin from coming out.
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The lever spring is also intact enough to pop the lever off. And, more importantly, to start the fuze. More concerningly, the rust may have also eaten away at the model geometry on the underside of the lever, as it is completely see-through.
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Giving the OF-15 an underhanded toss, noting the darkened area right under the lever...
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...and watching it blast a trophy to pieces, all of which somehow go straight upwards.

RG-42 Hand Grenade

Update #98 also added the RG-42 hand grenade.

RG-42 hand grenade
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Examining a freshly-delivered RG-42, and making sure that it isn't just a green-painted soup can with a UZRGM fuze stuck in it again.
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Sure, it looks real enough, and it even has appropriate markings, but you can never be too sure.
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"Well, one way to find out..."
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Bowling the supposed grenade along the ramp; the lever came out off-screen, because a certain someone is bad at capturing footage.
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"Huh, I guess it was real."

RGD-5 Hand Grenade

The successor to the RG-42, the RGD-5 hand grenade, was also added on Update #98.

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RGD-5 hand grenade
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Examining an RGD-5 - like the F-1 and RG-42 above, it features stamped-in markings on the lever.
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Additionally, like some of the other Russian grenades, the pin correctly straightens out when removed.
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Letting the lever fly; without its markings to look at, you'll just have to settle for the painted-on ones on the body.
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And then remember that you're holding a live hand grenade, and throw it away before you get a chance to read them properly. Well, that's what screencaps are for, after all.
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Sadly, this hasty throw falls victim to a rather common issue: if thrown improperly, grenades tend to get chucked much further up than forwards by the Boomskee ramp's accelerator, frequently leading to rather disappointing mid-air explosions that don't damage anything.

RGN Hand Grenade

Concurrently added with the defensive RGO below, the offensive RGN hand grenade was added on Update #98.

RGN hand grenade
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Admiring an RGN - the paint's in noticeably better condition than its defensive counterpart below.
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Pulling out the pin, just like any other ordinary grenade. Especially the one below.
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Letting the lever go is a different story - like the RGO, the RGN's lever tended to get stuck in the initial builds of Update #98.
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Throwing the grenade - as with the other impact-detonated grenades added in this update (like, say, the RGO), the RGN's fuze is set up such that it won't immediately blow up if thrown straight down, fortunately for the individual behind the camera here.
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Unable to handle the pressure of constantly being compared to other grenades, the RGN explodes in a violent outburst of emotion - an explosion which, unlike most other grenades, produces effectively zero shrapnel.

RGO Hand Grenade

As mentioned, Update #98 also added the RGO hand grenade.

RGO hand grenade
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Taking a look an RGO, fresh out of the chute. Although the condition of the paint raises some doubts about the "fresh" bit.
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Another view, showing the split-open end of the pin...
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...which, in a neat detail, flattens out when the pin is removed.
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Like the RGN above, the RGO's lever has a tendency to get stuck.
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And, also like the RGN, the impact-sensitive portion of its hybrid impact/time fuze has a delay, making a throw like this less blatantly suicidal than it may initially appear.
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Instead, thanks to the magic of the Boomskee ramp's accelerators, the grenade lands somewhere useful. This shows the primary difference between the O and the N: unlike the latter, the former produces an appreciable number of fragments.

"Smoke Grenade"

Update #86 added the first of what's planned to be a series of TF2-themed grenades, a fictional smoke grenade for the Spy.

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Yeah, that would've been a proper end to the page, wouldn't it? Then these things showed up.
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Pulling the rather thick pin out of one of the grenades.
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Throwing it across the room, the lever flying off as soon as it's released.
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The results are fairly predictable.
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Like the game's other grenades, the Spy's smoke grenades can be cooked...
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...though their rather short fuze makes this a bit less than strictly advisable.
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That would be the end of this section, were it not for the presence of something special in the Proving Grounds; the same update reworked the Graviton Beamer (a physics-manipulating device now rather akin to Half-Life 2's Gravity Gun) and put it in this scene, allowing for a great deal of, shall we say...
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..."creativity".

T13 Beano Grenade

The T13 Beano, an experimental WWII-era American hand grenade, was yet another impact-detonated grenade added on Update #98. Later on, several posters were added to the "GP_Hangar" scene, one prominently featuring a T13.

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T13 Beano Grenade
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Examining the deliberately baseball-shaped T13 Beano. Note the position of the pin; upon release, the T13 had an odd physics bug wherein tilting the pin a certain way would cause it to spin around in circles, as (sort of) shown here.
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Pulling out the pin; its rather substantial length can often lead to a particularly frantic wielder throwing an unprimed grenade with the pin sticking partway out. Luckily, the Boomskee range automatically teleports any unprimed grenades back to the delivery chute if they get outside of the primary play area. Also note the marking on the fuze; this reads "FUZE T5".
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Demonstrating a flaw in the Beano's designers' logic: not every American youth actually knows how to throw a baseball properly.
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Luckily, the T13's impressive blast radius means that the terrible throw still bears fruit. Or at least, it would've, were the targets in its blast radius not already destroyed.
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"But what if I want to cause destruction?"

URG-86 Hand Grenade

The last of Update #98's additions was the Czech URG-86 hand grenade, making two firsts - the game's first Czech grenade, and the URG-86's first known video game appearance (and second known media appearance, with its first being in the Czech TV series Specialists).

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URG-86 hand grenade
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Examining a fresh URG-86. If it looks like it's made of plastic, that's because it is.
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The pin and fuze assembly are still made of metal, though.
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Popping off the lever, thankful that it still has the decency to do so away from the user's face.
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Giving it a nice overhand toss that looked better in the HMD, I swear...
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...and watching it go off, just barely beginning to destroy a toxic waste storage container. The plastic body may limit its effective radius a bit (by design, since the URG-86 was meant to be usable without cover), but it's still a suitable bang to end this page with.

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