[quote=@Fallenreaper] [quote=@Terminal] I am going to wait for Helen to reply (and hopefully throw that grenade at Walkins 2.0. I want to see him gib.). For anyone in need of a killer post-mortem one-liner in exactly this situation: [url=http://www.airshipentertainment.com/buckcomic.php?date=20071006]Some Inspiration.[/url] [/quote] I'm working on it, and likely she will. Just...the posts keep coming and won't let me! :P Edit: Add on- Come to think of it...she might not even know how to use it. O_o Machinery is different compared to grenade and I don't want to assume she does when it's not likely she would... [/quote] . . . I've changed my mind. Now I want to see [i]Helen[/i] gib. :P In all seriousness, there is an upper limit to the complexity inherent in the design of a grenade. If it's too complicated, the danger involved in using it increases (and it was already pretty high to start with). There are two parts that, knowing nothing else about the grenade, are all you need to worry about. 1. The lever. Pulling this makes bad things happen. 2. The pin! The pin is your friend. The pin prevents your ass from exploding while you carry grenades around on your belt. It stops the lever from being released. Instructions for operation: 1. Pull pin. 2. Release lever. 3. Either throw or drop grenade. 4. Run/duck/pray. Doing all three at once is recommended. Preferably away from where the grenade is. Depending on the design of the grenade, it might go off anywhere between five to three seconds. There is a slim-to-none chance that a grenade can be a dud and not explode (until you pick it up). Advanced grenade tactics including 'cooking' the grenade before throwing it, bouncing it off walls/terrain, using them as improvised deadman's switches, booby traps, and more.