Red Faction II has a wide variety of weapons available for the player. Some of them have alternate fire or special abilities, that will be noted here. Total amounts of weapons were eighteen (excluding the grenades).
CSP-19 Semi-Automatic Pistol[]
Ammo Type: 9mm rounds
Clip Size: 16
Range: Short - Medium
Fire Rate: Semi-auto
Multiplayer damage: 10 (12.5 Headshot) / 32.5 (Secondary fire)
Reload time: 2s
The CSP-19 Semi-Auto Sidearm doesn't prove to be very useful throughout the game. Since you start out with better weaponry with this, and you'll never lose said better weaponry, the only time you'll need to use it is when you run out of ammo with every other weapon (something that'll most likely never happen). Still, for a pistol, the CSP Pistol isn't too bad. It can fire much more quickly than pistols in most other games.
The primary fire is a single shot. This is the only firing method for the gun. It's of lesser power than other weapons in the game. Especially against armored enemies, it won't do much damage. You'll need to keep pressing the fire button qucikly and have consistently precise aim if you want to get enough shots in to defeat any enemy.
The secondary fire is the pistol whip, the only melee way of attacking available. If you run out of all ammo in every gun, this is your only option, but that situation will most likely never present itself. Since you have to get close to enemies to use it, it should be apparent that this is not the preferable choice of attack. The weapon is wielded by Freddy Fodders, Major Maias, and Slammer Sammies.
Dual CSP-19 Semi-Automatic Pistols[]
Ammo Type: 9mm rounds
Clip Size: 16 (each)
Range: Short - Medium
These are the same weapons as the regular CSP Pistol, but you get to carry two at once. Primary fire shoots the pistol on the right, and secondary fire shoots the pistol on the left. This essentially doubles the effectiveness of the weapon, which is still not much.
One of the best things about having two guns that you don't get from other weapons is that while you're reloading one, you can still fire the other one, so you're not completely vulnerable while reloading. Still, even with increased firing capabilities, using the CSP Pistol should be your last resort. It is often wielded by Tazer Toms in the Underground chapter.
As with all dual-wielded weapons, you cannot throw grenades with two CSP Automatic Pistols in hand.
CMP-32 Machine Pistol[]
Ammo Type: 9mm rounds
Clip Size: 32
Range: Short - Medium - Long if you know to aim
Fire rate: 6.25 per second
Multiplayer damage: 10 (12.5 Headshot)
Reload time: 2s
The Machine Pistol is the Red Faction II equivalent of the Micro Uzi. The CMP-32 Machine Pistol is small, it's held in one hand, and it has automatic firing capabilities. It's basically one step up from the CSP Pistol, sporting the same damage per bullet, but with automatic fire.
The CMP Machine Pistol has no alternate fire, only the primary automatic fire.
Tangier can be seen with this weapon in the cutscene when Molov declares himself the Chancellor of the Commonwealth.
Dual CMP-32 Machine Pistols[]
Ammo Type: 9mm rounds
Clip Size: 32 (each)
Range: Short - Medium
Just like the regular CSP Pistols, you can pick up two CMP Machine Pistols at the same time. As with the Pistols, this doubles the effectiveness of the weapon. Using two machine pistols at once can be quite deadly in the right hands. They fire just as quickly as the other automatic weapons, plus you can reload one while still firing the other. A good choice if you know you're going to need to reload in the middle of a fight.
Pressing the primary fire button will fire the right gun, while pressing the alternate fire button will fire the left gun. Press both at the same time to send bullets from both guns downrange.
As with other dual-wielded weapons, you cannot throw grenades with two CMP Machine Pistols in hand.
This is a useful armnament in the Rush Hour level of the Underground chapter.
NCMG-44 EMG Nano Pistol[]
Ammo Type: 7.62mm rounds
Clip Size: 64
Range: Short - Medium
Fire rate: 6.25 per second
Multiplayer damage: 15 (19 Headshot)
Reload time: 2s
With an incredibly high rate of fire that surpasses many of the automatic rifles in the game, the NCMG-44 Enhanced Machine Gun is an one-handed weapon that's surprisingly effective - owing it to the 7.62mm ammo, making this gun actually a micro rifle of sorts. Other bonuses include the ability to pierce even heavy armor and a very large magazine size. Thanks to that, the Enhanced Machine Gun's effectiveness makes it virtually a super-submachine gun, leaving the other pistol weapons (CSP-19, CMP-32 and CSMG-19) in the dust.
The only real disadvantage of NCMG-44 is lack of accuracy, limiting its usefulness to close quarters combat. It also eats ammo fast, but considering that it uses the most common ammo in the game, it is not a real issue.
The Enhanced Machine Gun has no alternate fire, only the primary automatic fire.
In the campaign, the Enhanced Machine Gun is the final weapon acquired, and can only be picked up in the middle of the second Repta fight. It comes in a pair, and you cannot really miss them.
Dual NCMG-44 EMG Nano Pistols[]
Ammo Type: 7.62mm rounds
Clip Size: 64 (each)
Range: Short - Medium
As with the other two handgun-type weapons, the Nano Pistol can also be dual-wielded. One NCMG-44 Enhanced Machine Gun works well enough, but having two at the same time doubles the already impressive firepower. With so many bullets flying through the air, you're sure to hit something, and you won't have to worry about ammo much since 7.62mm rounds are very common. As with the other dual use weapons, when you do need to reload, you can still fire with the gun you're not reloading.
This is one of the best weapons to use in multiplayer, as it'll tear through opponents in no time (especially at close range). Its firepower rivals - if not surpasses - that of HMG. However, the ammo consumption may be a problem if you're playing on a map where 7.62mm caliber weapons are uncommon.
As with the other dual-wielded weapons, you cannot throw grenades with two Enhanced Machine Guns in hand.
Pressing the primary fire button will fire the right gun, while pressing the alternate fire button will fire the left gun.
Shrike can be seen holding these in some cutscenes.
CSMG-19 Silenced Machine Gun[]
Ammo Type: 9mm rounds
Clip Size: 64
Range: Short - Medium
Fire rate: 13 per second
Multiplayer damage: Alternatively 4 or 9 (7.5 or 12.5 Headshot)
Reload time: 3.5s
You can think of the CSMG-19 as your basic rifle. It has an impressive rate of fire, good accuracy, and a very large clip. The downside, though, is that the bullets don't do much damage. Despite this, the bullets can still pierce armor. The Silenced Machine gun is quite accurate, so if you haven't picked up a Sniper Rifle yet, it's probably your best bet for long-distance shots. It is silenced, but that really doesn't do any good in this game, since stealth is never really an option. Overall, if you cannot use akimbo Machine Pistols or Nano MP's, this gun is a suitable alternative.
The primary fire for the Silenced Machine Gun is the regular automatic fire. Hold the button down to keep firing. It does not have an alternate fire feature.
This gun is useful against the Drones in the Underground Chapter.
CSMG-19 is Tangier's weapon of choice.
CAS-14 Automatic Combat Shotgun[]
Ammo Type: 10 gauge buckshot shells
Clip Size: 8
Range: Short
Fire rate: 2.85 per second / 0.75 per second (Secondary fire)
Multiplayer damage: 60 (75 Headshot) / Same + Fire (Secondary fire)
Reload time: 3s
Early on in the game, when you're going through corridors or other places where enemies will be getting up close and personal, the shotgun is your weapon of choice. When you go indoors, it's a good idea to equip it. The Shotgun has an incredibly powerful blast at close range. Enemies with light armor will usually go down with a single well-aimed shot, and it'll only take a few blasts for even heavily armored enemies to die.
The primary fire is a single shot. Since this is an automatic shotgun, you can fire these shots within a short time period of each other - there's no need for pumping. The Shotgun also has minimal recoil, greatly increasing the effectiveness of this weapon.
The alternate fire mode fires incendiary rounds. If you're close enough, upon contact the enemy will be set aflame, running around in horror until they collapse in death (in multiplayer, the enemy will not run around randomly and will still be able to retaliate until they drop dead). It's a one shot kill in campaign, but unlike the primary fire, you'll have to pump it to fire another round. So, if you miss, you'll be wide open for attack while you're getting the next shot ready. It's also worth noting that you can only hold 24 total incendiary shells, whereas you can hold up to 104 shells for the primary fire mode. If you have good aim and can get close enough to the enemy, this is a more devastating attack method. It's usually safer to stick to the primary fire, though. Also remember that you cannot ignite armoured opponents (for example Sopot Elite Guard). In multiplayer, the alternate fire can be dangerous; igniting an enemy will usually end up igniting you if the enemy is running toward you.
At a distance, the Shotgun is practically useless. Even at medium range it's much less effective. This means you'll need to be close to the enemy for it to work well, and running up right next to a dangerous foe isn't a smart thing to do. Therefore, use it only in close quarters where you won't waste time running up to the enemy. Also, the shotgun only has 8 shells per magazine (either buckshot or incendiary load), so you'll be forced to reload often, especially if you stick to the primary fire. It is wielded by Fodder Freddies, Tazer Toms, Nano-Grunts, Nano-Civilians, and Military and Urban Military soldiers.
An interesting thing to note is that the standard and incendiary shells have separate ammo counters. If one counter reaches 0, the gun must be reloaded, even if the other fire mode has 8 shells loaded.
This is another useful weapon for completing the Rush Hour level.
CAR-72 Military Assault Rifle[]
Ammo Type: 7.62mm high-velocity, armor-piercing rounds
Clip Size: 48
Range: Short - Medium
Fire rate: 5.75 per second / 6.25 per second (Secondary fire)
Multiplayer damage: 15 (19 Headshot)
Reload time: 3.5s
The CAR-72 Military Assault Rifle is similar to the CSMG-19. However, the bullets are more powerful, at the cost of fire rate. It's pretty effective against a wide variety of enemies.
The primary fire is a three-shot burst. Since most enemies require more than three bullets to go down, the alternate fire is usually a better option. Only use the primary fire if you're looking to conserve ammo, which shouldn't be a worry since the 7.62mm ammo is very common.
The secondary fire is fully automatic fire. Most of the time, this is the preferred fire mode.
The Assault Rifle can be first obtained from the dead soldiers in The Bridge level.
N.I.C.W.[]
Ammo Types: 7.62mm rounds; 40mm HV HE grenades
Clip Size: 48 (Primary), 5 (Alternate)
Range: Short - Long
Fire rate: 6.25 per second / 0.75 per second (Secondary fire)
Multiplayer damage: 15 (19 Headshot)
Reload time: 3s (Primary fire) + 3s (Secondary fire)
The N.I.C.W. is an assault rifle with a built-in grenade launcher.
The primary fire, automatic fire, is similar to the alternate fire of the Assault Rifle. It's not particularly powerful, but it fires quickly. In comparison to the Assault Rifle, it's a bit less powerful but has a higher rate of fire. If you only intend on using this fire mode, other automatics such as Dual Nano MP's will get the job done faster.
The secondary function for this gun is a grenade launcher. It's similar to the Nanotech Grenade Launcher in both power and use, but its rate of fire is slower-almost half that of the Nano GL. Still, having a grenade launcher built into an automatic gun lets you fire a quick-traveling grenade to clear out some enemies, then finish them off with the automatic fire. It's a great choice for much of the game. Think of the weapon as a combination of the Nanotech Grenade Launcher and the Assault Rifle. However, if the job can be completed with just the grenade launcher, it is much more advisable to use the Nano GL.
The N.I.C.W. has two abilities that further improve an already impressive weapon. First, nearby enemies will be outlined by blue squares. This makes finding where they are easy; it even works through walls and objects. Also, it will display the enemy's health meter, so you know exactly how close they are to death. However, these two abilities do not work in multiplayer.
N.I.C.W. is Molov's main weapon. Repta also uses it during his appearance in the Public Information Building level.
In the first mission of the game, the N.I.C.W. sports a different appearance.
NGL-8 Nanotech Grenade Launcher[]
Ammo Type: 40mm HV HE grenades
Clip Size: 6
Range: Medium - Long
Fire rate: 0.82 per second
Reload time: 2.75s
Being the demolitions expert, this is Alias's favorite weapon, and therefore in his possession for the most of the game (starting with the Public Information Building chapter). In many first-person shooters, weapons that shoot explosives are helpful, but usually impractical because you all too often get caught in the explosion yourself. Since many of the areas in Red Faction II are quite spacious, this Nanotech Grenade Launcher proves itself as an incredible weapon. As an extra function, the NGL-8 is the prefered weapon for Geo-Mod applications, thanks to its relatively plentiful ammo and easy handling.
The primary fire is the impact-based grenade. It flies out of the launcher at a high speed and will explode whenever it comes in contact with something. The explosion is quite strong will damage/kill enemies that are in its blast radius. It fires surprisingly quickly and can take out nearly any human enemy with one shot, and even Gunships and Battle Armor with only a few shots. The shots also travel a long distance in a straight line, so you can use it fairly well as a distance attack.
The alternate firing method is a timing-based grenade. Like the grenades you throw, these will take a few seconds to explode, but will allow you to bank them off walls or in the path of an enemy. If there are some bad guys around a corner and you don't want to poke your head out, fire a grenade, bank it off the wall, and clean the area out. If the grenade hits an enemy (not just a surface), the grenade will explode, which most often kills the impacted enemy.
All things considered, the NGL-8 is an all-round effective weapon against personnel and vehicles alike.
(Trivia: On occasion, the enemy combatants can be seen using their own, unusable grenade launcher variant. However, that weapon is a single-shot launcher, and is nowhere as lethal as the NGL-8 is in the right hands. It can only provide a source of 40mm grenades, never to be picked up itself.)
W.A.S.P.[]
Ammo Type: 15cm high explosive rocket canisters
Clip Size: 6
Range: Medium - Very Long
Fire rate: 0.6 per second
Reload time: 2.75s
The W.A.S.P. is practically a beefed-up version of the Nanotech Grenade Launcher. This missile launcher can inflict incredibly heavy damage and is excellent against vehicles. As for foot enemies, the large blast radius allows you to take out a lot at once if they're clustered together. It also holds six rockets per magazine. However, it requires a (much) longer time in between shots than the Nanotech Grenade Launcher does, and you can only carry 6 rockets in reserve.
The most helpful feature of the W.A.S.P. is its homing capabilities. By pressing and holding the alternate fire button, you'll make rings appear where enemy vehicles and sentries are. Move the aim of the W.A.S.P. over the ring and you'll lock on. From there, simply fire the rockets (primary fire) and they'll home in on the unfortunate target. Take note, however, that the homing ability doesn't work in multiplayer.
An interesting thing to note is that when the W.A.S.P. is fired directly above you in the air, it will come crashing down to the ground after a few seconds. This can be used as an improvised explosive trap in an open-air map. (This trick also works with the N.I.C.W. and the NGL, but their grenades come back to the ground much faster.)
The W.A.S.P. can be first found in the secret cache (a bonus objective) in the To The Rooftop level.
JF90-HMG/BF Heavy Suppression Machine Gun[]
Ammo Type: 50 caliber, belt-fed
Clip Size: 99
Range: Short
Fire rate: 6.25 per second
Multiplayer damage: 30 (37.5 Headshot)
Reload time: 4.8s
The JF90-HMG/BF Heavy Suppression Machine Gun is a huge, monstrous weapon. It has a big magazine size, high rate of fire, and solid firepower. It's the best machine gun available in the game and can tear through enemy forces quickly.
The only major problem with it is that it is quite inaccurate, so at a farther range, your chances of hitting enemies will decrease drastically (use the top-mounted indicator - it will turn red when you have a target on your crosshair). Moreover, the HMG takes the most time out of all weapons to reload, and thus you should do it only when you are out of combat. It's also worth noting that on many levels, HMG ammo is relatively rare. It's a good, and perhaps more reliable, alternative to the Shotgun for close quarters fighting, provided you can find the ammo for it.
The HMG may be first acquired in the level High Rise Hell, from the hands of a fallen Red Faction member.
Unlike its counterpart weapon from the original Red Faction, this HMG lacks any alternate firemodes.
Repta will use the HMG in multiple missions, including the second time you fight him.
CSR-60 Sniper Rifle[]
Ammo Type: 7.62mm armor-piercing rounds
Clip Size: 6
Range: Long - Very Long
Fire rate: 0.6 per second
Multiplayer damage: 200
Reload time: 3s
The CSR-60 is your standard, magazine-fed, bolt-action sniper rifle. It is incredibly powerful, capable of downing even heavily armored enemies with one shot, equipped with an enhanced UNVS-8 scope. Also typical of a bolt-action sniper rifle, its rate of fire is quite slow. It's not a good choice for close-up fights with a lot of enemies because it'll take so long just to get a few shots off, with approximately 2 seconds between shots.
At a distance the Sniper Rifle really shines. The alternate fire allows you to zoom in on enemies far away. It's usually best to scan areas without your zoom first, finding out the general location of the enemy you need to snipe, then zooming in to get a precise shot in. The scope's crosshairs will take a second or so to center after moving, so it's often a great idea to lead your target.
The Sniper Rifle is great at taking out enemies from afar, and also doubles as binoculars. You may want to use it when you can see a ways ahead of you to search for enemies.
The Sniper Rifle is first encountered in the High Rise Hell level.
NPSR-755 Precision Sniper Rifle[]
Ammo Type: 7.62mm armor-piercing rounds
Clip Size: 32
Range: Long - Very Long
Fire rate: Semi-auto
Multiplayer damage: 30 (37.5 Headshot)
Reload time: 3.5s
The successor to the widely popular Precision Rifle from the first Red Faction. As with the original weapon, you will need to wait until the later stages of the game to pick up this specialty sniper rifle, but it is worth the wait. There are two key differences between the standard Sniper Rifle and the Precision Sniper Rifle.
First, when you first fire the NPSR-755 you'll notice that it might take multiple shots to down your enemies. However, what the Precision Sniper Rifle lacks in power it makes up for in firing speed. You can fire bullets semi-automatically, making up for the lesser power easily. If you miss, it's no big deal, because it doesn't take nearly as long to refire. This also means that you don't have to take as much time aiming precisely because you can always try again quickly. It's still powerful, too, and you'd be surprised how effective it is against heavily armored enemies.
Second, like the CSR-60 Sniper Rifle, pressing the alternate fire button will allow you to zoom in and take enemies out from afar. Holding the button will zoom the scope in farther, up to a range nearly double that of the conventional Sniper Rifle. This works wonderfully when there is a very large distance between you and your target. You can control the amount of zoom by releasing the alternate fire button when you reach a desirable zoom. In addition, the scope with aid your aiming by highlighting the crosshair once you acquire the target. Overall, this weapon can be devastating over all ranges.
If you suddenly notice that an enemy is right next to you while sniping, it's better to be using the Precision Sniper Rifle because its quicker fire will make it easier to take out enemies up close. The large clip size is a bonus, too.
In summary, the Precision Sniper Rifle trades firepower for speed and versatility. It is easier to handle than the standard Sniper Rifle, whereas the high damage per shot makes it overall more effective than the Assault Rifle or N.I.C.W., at any range.
The Precision Sniper Rifle is Quill's prefered weapon throughout the campaign. Later in the game, you will need to kill her to acquire this weapon.
CMRD-32 Magnetic Rail Driver[]
Ammo Type: Metal slug
Clip Size: 3 (6 in multiplayer)
Range: Medium - Long
Fire rate: 0.6 per second
Multiplayer damage: 200
Reload time: 3.25s
Another fan-favorite from the original Red Faction makes a triumphant return in the sequel. The Rail Driver will deliver an instant kill almost any human enemy you come across (only the bosses will need more than one shot). The magnetically-accelerated slugs are fired so incredibly fast, that they can shoot through any wall or cover.
However, as deadly as the Rail Driver is, there are two major problems that you'll have to overcome in order to use it effectively. The first is its very slow rate of fire. If you miss, you'll have to wait 2 seconds before you can fire again, and you only get three shots (six in multiplayer) before reload.
The other main problem is the aim. When you use the zoom (by pressing alternate fire), you'll be able to see the locations of enemies nearby through the walls. However, the only indication of their presence that you're given is a small target circle, indicating their body center mass. It's hard to aim to hit them or know exactly where they are. Also, since you can't actually see through the walls, you don't know the terrain or which way they'll go. It takes a lot of getting used to be able to aim effectively, and even then it's not a guaranteed hit. This can be somewhat negated by simply putting the crosshairs on the target, and leading said target before, during, and after the shot.
You will able to first retrieve this weapon In The Back Alleys level, as it is used by one of the Urban Military troops to ambush you. Molov will use this weapon in the final fight after you destroy his walker. His Rail Driver fires much faster than the standard version.
A cheat will allow you to use a full-auto Rail Driver with infinite ammo in campaign mode.
MKAP-97 Anti-personnel Weapon[]
Ammo Type: 20mm HV Grenades
Clip Size: 15
Range: Medium - Long
Fire rate: 1 per second
Reload time: 3.75s
Probably the deadliest weapon in the game, the MKAP-97 Anti-Personnel Weapon is devastatingly powerful. Essentially, this weapon is a super grenade launcher.
When firing the primary fire, you'll shoot out five bombs that will explode upon hitting a human (if they hit the wall or ground, they'll bounce off). A human hit by these is almost sure to die. However, the player doesn't get to use the weapon on Human enemies, because after the On The Docks level of the River Runs To It chapter, the player will no longer be fighting Humans anymore (because you are separated from the rest of the Red Faction forces and Human enemies will be replaced by Processed, Robot, and Vehicle enemies, excluding Repta and Molov). Then again, this weapon is an overkill against ordinary humans anyway. Be careful about the bombs, as they might bounce off a wall back at you. While the rate of fire is pretty slow, the enormous power potential and wide area covered by the bombs makes for an amazingly effective weapon.
The secondary fire mode uses sticky bombs. They'll stick to walls, the floor, and enemies, and after a short time will explode. A "tagged" enemy is practically a guaranteed kill.
Be aware that the quick ammo drain can be problematic in two ways: not only will you only get a limited amount of shots with this weapon (nine volleys when fully stocked with ammo, which is the least amount of shots out of any weapon in the game), but it also drains ammo from all of the grenade launcher weapons (the Nanotech GL and the N.I.C.W.). This is a mixed tragedy: you can also replenish its ammo with any spare GL rounds lying around. Another drawback is that the bombs fired by the MKAP-97 are not as strong as other grenades, but their lower damage is mitigated by the fact that they are served five at the time.
In addition, keep in mind that the bombs fired by the Anti-Personnel Weapon have a much shorter travel range than the grenades fired by either of the other two grenade launchers. It is strictly a close range weapon.
In multiplayer, the Anti-Personnel Weapon is effective at temporarily closing off narrow choke points. Be advised that the grenades fired from this weapon will not blow up walls that would be blown up through other explosive means, due to these grenades being intended strictly for use against humans.
Repta will use the Anti-Personnel Weapon the first time you fight him, and this is the only chance to obtain this weapon in the campaign - be sure to retreive it after the battle.
Hand Grenades[]
Frag Grenade[]
The Fragmentary Grenade is your standard explosive device. The pluses are that it can bounce off walls and you throw it in an arc. This makes it ideal for tossing at enemies around corners or over the tops of walls/objects to hit enemies on the other side. The only problem with it is that it has a pretty long timer and it'll be a while before it explodes. Fortunately, enemies on lower difficulties aren't usually smart enough to run out of the way of the explosion.
Incendiary Grenade[]
Upon impact, the Incendiary Grenade will explode and unleash a large area of flames. Any unarmored enemy caught within the explosion will catch on firing, running around screaming until they die. Enemies can't put themselves out, and they're too busy panicking to attack, so catching them aflame pretty much equals killing them. Since the Incendiary Grenade explodes on impact, this makes it quite devastating. Be aware that in multiplayer, enemies will still shoot at you when on fire, diminishing the effectiveness of this grenade type a lot.
In single player, Alias is completely immune to fire, so these grenades can be used at any range. In multiplayer, however, catching yourself in the flame will not only light you on fire, but you will take damage VERY quickly while ablaze (much quicker than if an enemy had used them).
Shock Grenade[]
Shock Grenades have a different effect depending on whether you use them on humans or computer-controlled opponents.
Humans (including yourself) that get hit by a Shock Grenade will have their movement controls reversed. Looking up will make you look down, turning left will make you turn right, crouching will make you jump, and jumping will make you crouch. This can be really confusing, and it's hard to control even after it has happened to you a lot of times.
Against computer-controlled characters, the Shock Grenade will freeze them in their tracks, allowing them to be dispatched with absolutely no effort.
Regardless of who you hit, the effect doesn't last very long, so it's not very useful. The grenade will bounce around a little bit before exploding. It can be incredibly annoying, but it doesn't last long enough and the effects can be circumvented, so it's not usually the best choice. However, if you have the Sniper Rifle or Rail Driver equipped, shocking an enemy can lead to a quick and easy kill.
On lower difficulties, the grenade will have a large delay in detonation if thrown by a computer-player. This handicap also applies to the Frag Grenade.
Satchel Charge[]
The final grenade type you can get is the Satchel Charge. These disc-shaped "grenades" will stick to any surface, and if your aim is good enough, onto an enemy itself. This is particularly handy when you want the explosive to be in a certain place, like if you need to blow up a wall. Like the Frag Grenades, they take a long time to explode, but it usually isn't that big of a problem.
Shooting a planted Satchel will detonate it. This does not apply to any other grenade.
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