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These Hybrids aren't bright enough to stay out of the blast radius themselves, so if you close to melee range, they'll probably kill themselves - but they'll do a lot of damage to you in the process.
 
These Hybrids aren't bright enough to stay out of the blast radius themselves, so if you close to melee range, they'll probably kill themselves - but they'll do a lot of damage to you in the process.
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In addition, their lack of self-preservation coupled with ignorance of friendly fire can make them a useful-if-risky way to dispose of other Hybrids, [[Adult Arachnid|annelid spiders]] and [[Protocol Droid|Protocol Droids]] - '''''if''''' you're nimble enough to dodge the tossed grenade as well as avoid its blast radius.
   
 
==Gallery==
 
==Gallery==

Revision as of 01:09, 11 April 2017

Grenade Hybrid
Grenadehybrid
Enemy Stats
First Encounter Operations Deck
Hit Points 15
Damage 10
Speed Moderate
Weakness Stasis Field Generator
Psionic Hypnogenesis
Imposed Neural Restructuring
Loot 3 Frag Grenades (15%)
5 Nanites (15%)
Medical Hypo (10%)
Cigarettes (25%)
Hybrid Organ (5%)
[Source]

Grenade Hybrids are first encountered on the Operations Deck, but they're quite commonplace beyond that point. Hybrids are humans who have been infected by the parasitic Annelids, and mutated into monsters in service of The Many. Grenade Hybrids are, as their name indicates, equipped with frag grenades that they'll throw your way, but aren't a major threat by the point they're encountered when compared to other enemies.

Strategy

Grenade Hybrids are the toughest Hybrids you'll face, though that's not really saying much. Although Grenade Hybrids can on occasion be dangerous, the damage they do isn't as high as you'd expect, and their attack speed is quite low. On top of that, they tend to need several seconds to attack upon initial contact, and are fairly inaccurate, meaning that they're actually a bit less dangerous than Shotgun Hybrids unless they get the drop on you. Due to the fact that they tend to run away rather than engage in melee, they're best taken out from a distance.

These Hybrids aren't bright enough to stay out of the blast radius themselves, so if you close to melee range, they'll probably kill themselves - but they'll do a lot of damage to you in the process.

In addition, their lack of self-preservation coupled with ignorance of friendly fire can make them a useful-if-risky way to dispose of other Hybrids, annelid spiders and Protocol Droids - if you're nimble enough to dodge the tossed grenade as well as avoid its blast radius.

Gallery

Trivia

  • Apparently, they were selected more for their speed than their strength (although for some reason drinkers tend to become Shotgun Hybrids and smokers tend to become Grenade hybrids, while Pipe Hybrids are just caffeine fiends).
  • One of their arms appears larger/more muscular than the other. This could indicate they are beginning to change into Rumblers.

Template:SS2 Enemies