System Shock Wiki
System Shock Wiki
(Moved more effective attack types first, re-ordered ones of the same effectiveness by their availability in the game. Condensed Incediary and Energy attacks when applicable. Moved non-damaging powers/weapons to the end and in order of effectivenes...)
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(Changed infobox width (will probably get to it in a broader way later).)
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{{Infobox SS2Enemy
 
{{Infobox SS2Enemy
 
| name = Grenade Hybrid
 
| name = Grenade Hybrid
| image = [[File:grenadehybrid.jpg|275px]]
+
| image = [[File:grenadehybrid.jpg|290px]]
 
| encounter = [[Operations Deck]]
 
| encounter = [[Operations Deck]]
 
| hp = 15
 
| hp = 15

Revision as of 21:55, 10 April 2019

Grenade Hybrid
Grenadehybrid
Enemy Stats
First Encounter Operations Deck
Hit Points 15
Damage 10
Damage Type Standard
Splash Damage Yes, distance independent
Speed Moderate
Weakness Anti-Personnel ammo (4x)
Incendiary attacks (2x)
Anti-Human attacks (2x)
Imposed Neural Restructuring
Psionic Hypnogenesis
Stasis Field Generator
Loot 2 of the following:
3 Frag Grenades (15%)
5 Nanites (15%)
Medical Hypo (10%)
Cigarettes (25%)
Hybrid Organ (5%)
no loot (30%)
Summon Code og-grenade
[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 in theory 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, they are predictable 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 enough 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.

Their grenades deal a distance independent splash damage. That means getting further from the explosion (but still within its range) won't reduce the damage in any way, only getting out of the range of explosion will result in no damage at all.

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