Post by Ravished Improbability on Sept 8, 2018 7:25:15 GMT
The 'Standard' Grenades are the mainstay throwable explosive devices. They are design to kill or at least cause enough damage to people and material to render them unusable.
Frag Grenades, short for Fragmentation Grenades, are the most basic of grenades. They are a metal shell filled with explosives to shatter and blast fragments of the shell all over the place. Modern technology has improved all elements of the design. Modern fuses are reliable and expand the ways you can use the grenade. Electronic fuses give you many programmable options. Even the classic mechanical fuse has been updated to give you a choice of fuse timings while still ensuring the explosives will detonate. The good stuff will have more than one fuse to ensure that once the pin is pulled and the grenade is thrown there is no stopping it. The explosives are more powerful, giving more bang per once. And most importantly the fragments are smaller and more lethal. All combined the state of the art frag grenades give you a lot of bang in an apple size package. The sheer amount of small hyper-velocity fragments the modern grenades throw out mean that simply hitting the deck is not going to protect you from these weapons. Body armor will not protect you either, the armor might stop the fragments but it wont keep you from taking hits where it does not cover.
Concussion Grenades are frag grenades without its fragmenting casing, just a thin protective shell. Cheaper models have a simple shell of some combination of cardboard, plastic, and paint. More advance models might be cast entirely from a hard polymer bonded explosive with just a durable coating applied for protection. Others might use a Dense Inert Metal Explosive to maximize destruction inside the blast radius with a wall of sand size micro-fragments. All concussion grenades have a smaller well defined lethal radius allowing you to use them at much closer ranges without the risk of fragging yourself or other friendlies.
Incendiary Grenades replace the standard high explosive filler with a mix of chemicals that burn super hot. Reaching temps over 5000° F these grenades cause massive damage to anything near by, and easily ignites starts secondary fires. Most are optimized for the destruction of machinery, burning through and melting critical components. Others though are design to spread the incendiary filler over a wide area, like a Molotov cocktail, reducing its effectiveness against machinery but greatly increasing it's effectiveness again people and structures buy setting a larger area on fire.
HESH Grenades are specialized weapons design to cause damage through thick armor. The grenades have a soft filler design to stick to the target like a spit ball before exploding. The large contact area of the explosion sends a shock wave through the armor to blast fragments off the other side of the plating. They are quite good at blowing large holes in weaker walls without sending shards back at the user.
Breacher Grenades are designed to stick and detonate a directional charge into the target. The exact means of attaching varies with design from adhesives to magnets to spikes. Most are design stick to the target with the warhead facing the right way, others stick any which way and rotate.
FAE Grenades or Thermobaric Grenades are the big brothers to the concussion grenades. A small bursting charge vaporizes and super heats an energetic fuel mixture which ignites with the surrounding air to generate a huge explosive fireball. These are very good at clearing large rooms or even bunkers.
Mini Grenades are small scale versions of other types of grenades with about half the effective radius of there full size counterparts. The mini grenades average round the size of tennis balls. They are small enough that a person can toss multiples at the same time to ensure better coverage of a room with a lot of sturdy cover that can protect the occupants from a single grenade.
Arc Grenades are the CCSS answer to concussion grenades. Using the same technology on the CCSS standard arc round they send a massive energy pulse into the surface to cause it to vaporize or otherwise explode. Being between 60mm and 70mm in diameter Arc Grenades can vaporize quite a large volume to create its lethal concussive shock wave. Direct hits from these grenades can deal serious damage to even armor vehicles.
Arc Frag Grenade use the Arc technology in a different way, they direct there contained energy inward to vaporize the internal filler. The rocket fuel like filler mix is optimized to generate as much explosive force as possible as it vaporized by the massive energy dump. Like normal frag grenades they are wrapped in a fragmenting metal shell. Some versions use double as fuel air explosives generating additional heat and explosive power in breathable atmospheres.
EM Frag Grenade are one of the more unusual grenades. Built like the non-lethal sting grenade. These grenades have an interior reminiscent of a seedpod. They are basically a giant cluster of single shot reloadable gauss guns. The many barrels fire a lethal spray that blankets the room. They have quite the large radius but the hit probability drops severely as the distance increases. The type of round loaded effects the hit probability. When loaded with solid shot the rounds can bounce around the compartment to increase the chances of hitting. Loaded with arc rounds the grenade fills the room with storm of explosions as the dozens of arc rounds vaporize chunks out of the contents of the compartment. An arming delay allows the arc rounds underneath the grenade to bounce free before vaporizing the next thing they hit.
Chemical Grenade are gas grenades with some kind of lethal chemical inside it instead of the normally less-than-lethal gas. The grenades are named after the chemical contained within. The exact chemicals used inside depends on the ideology, situation, and generally how lethal and persistent you want the chemical can be. Sometimes a mildly lethal gas that dissipates quickly is all you need to clear the area by other means as the enemy is force do don protection instead of shooting back. The chemical agents are design to kill in various ways but can be safely avoided through use of suits or other hazmat gear.
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Less-Than-Lethal Grenades. These grenades provide a variety of effects that do not directly pose a lethal threat to the those around it.
Stun Grenades are design to generate a blinding flash and deafening bang to disorient anyone around it. The flash leaves after images that makes it hard to see while the bang leaves them dizzy. The means by which the effects are generated varies between manufacturer. Some designs also release chemical irritants to further incapacitate the victims.
Sting Grenades are canisters filled with rubber balls and a small filler charge to send the balls flying out at moderate speed. As a riot control device the balls are design to inflict enough pain to discourage and disperse the crowd. Some coat the semi porous balls with irritants to increase the grenades effectiveness.
Gas Grenades are basically dispensers to spray out clouds of irritating chemicals into a crowd. They are the safest of the crowd dispersion grenades but also the least effective. As the mild irritants are easily filtered out by determined rioters. Other gas grenades contain gasses that can disorientate or knock out the any unprotected persons in the area, making them easy to round up.
Anti Laser Grenades are modified gas grenades that generates a cloud a particles that alters the optical properties of the air enough that certain classes of lasers have their beams defocus and scattered greatly reducing the effectiveness. The grenades are tuned for use against certain classes of lasers. They are not effective against other laser types. Grenades exist for use against most types of portable lasers.
Smoke Grenades generate a cloud of smoke that obscures vision. They typically use a pyrotechnic means to generate the smoke. Military versions generate smoke that is opaque to IR and even imaging radars. Other smoke grenades generate colored clouds that can be used to mark locations.
EMP Grenade are small single shot devices that use explosives generate a powerful energy pulse that overloads nearby electronics. These devices are good for disabling critical infrastructure without totally destroying it. The radius of the EMP pulse easily exceeds that of thrower requiring nearby friendly forces to shutdown all electronic equipment or risk having them permanently disabled by the pulse, a serious disadvantage. A longer fuse allows allies to get out of the blast radius but negates many of the tactical advantages the grenade can offer. The EMP grenade is a difficult device handle.
Disruptor Grenade was originally designed by the CCSS as a safer alternative to EMP grenades when taking down ships. The unique design keeps the shutdown effect mostly contained within the compartment. Another variation on the gas grenade, the disruptor releases a cloud of highly conductive particulate that can short out and disable any poorly insulated circuits. It doesn't stop there though after second to allow the gas to spread out the grenade starts dumping pulses of energy through the cloud allowing it to disrupt all but the best shielded electronics. The multiple pulses of energy and the chaotic EMF of the electrified cloud would cause even harden electronics to crash or shutdown through errors or by tripping built in safeguards. As the effects are largely contained within the cloud it is safe to operate around, and there is no need to shutdown systems against an EMP. Troops can continue fighting as normal around the edges of the cloud. The conductive dust can be a hazard to unprotected electronics till fully cleaned up.
Recon Grenade are grenade size devices fitted with cameras and various other sensors scout out the area for soldiers.
Jammer Grenade are much like the recon grenades except instead of sensors they are fitted with powerful emitters that jam communications in the area. Some jammers can also double as communication relays bouncing or boosting the signal.
Holographic Decoy are exactly as one would think, they are small plank like devices designed to land either face up or face down. Either way they are able to project a programmed holographic image into the air above them. Some versions come with magnets that allows the device to any suitable surface, allowing the decoy to be projected in any orientation.
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Non-Standard Grenades are devices that don't see common use across a wide variety of units.
Deployable Cover is an armored shoe box with a power pack and hard-light projector inside. They can be tossed out and provide a temporary barrier that the troops use to advance ahead, or even bunker down behind. The wall is typically between waist and chest high depending on the users wishes. The projector is usually stabilized in some fashion to ensure that the wall is properly aligned no matter how it lands. Cheaper versions typically have controls that allows the user to offset and angle the wall as they want. They are typically single use devices designed to be left in place while the troops advance or retreat. Depending on manufacturer and wall size the shield can last anywhere between 15 seconds and one minute, more than long enough for the force to gain ground or regroup.
Explosive Blades are the love child of throwing knives and mini-grenades. In there simplest form they are just triangular trench spikes with an explosive filler running down the center. Upping the boom, high end explosive blades are made almost entirely of a hard plastic explosive, easily allowing it to double as a metal free knife with the right fuse. The fuse is set up so that the ring on the arming pin is easily worn on a finger and removed from the fuse when the knife leaves the hand.
Ring Grenade are similar to the explosive blades in that they are cast from the stiff polymer-bonded high-explosive into a disk or ring shape that gives them quite the edge in range and accuracy when properly thrown. Their large size limits them generally to being carried on a belt much like the old fashion stick grenades, or the chakrams they resemble. Smaller mini disks are made that can be stacked inside larger pouches.
The Spider's Nest is probably the most unusual and annoying throwable mine. These extremely unstealthy and unsubtle devices are used to booby trap important rooms, or just annoy the ever living hell out of some group. Once thrown the device starts a timer. Once the timer runs out the device fires dozens of small harpoons to embed themselves into all the surfaces. A small delay later and the device takes out the slack in the lines, fully retracting any of the lines that did not embed into anything. The device puts enough tension into the lines to pull free any barbs that are not embedded strongly enough. Once all the barbs are either set or retracted back into the device, it lets off on the tension a little and becomes armed. If any of the wires are disturbed the frag or FAE in the center will detonate. Shooting the core will also detonate it.
Proximity Grenade are throwable mines equipped with sensors that allow the device to detect when something moves within there effective range. They are of shape that lands in predictable orientations. Once it comes to a stop they take a quick scan of the area then if things changes beyond a certain threshold the device detonates. They are not the most reliable devices as the limited sensors installed generally means that any suitably large change in there local environment can set them off. They sometimes come with a fuse that can be disable and enable to allow friendly forces to pass by the device.
Bouncing Betty is a cylinder shaped grenade with self-righting flaps. The device is design so that there is very little probably of the device not pointing somewhere close to vertical when extended so generally there is no check. The mine going off is more important than which way the grenade will fly when it detonates. Once the flaps are fully deployed the device sets its fuse. The fuse is generally either proximity or a manually set trip wire. When the fuse is triggered a small charge propels the grenade upwards into the air to allow the device to explode at roughly head level to maximize the lethal radius.
Trip Wires are a more advance version of the proximity grenade. They are designed to be tossed into position before righting themselves. A secure datalink and remote control allows the user to aim the claymore style directional mine and sensors to cover exactly where they want. Some versions can be programmed to orient on to a compass bearing once it rights itself, usually with a programmed delay before arming as well so that the user can be clear of the devices before they arm while still being able to hit the flanks of the people in pursuit.
Sentry Mines are the next step above the Trip Wire mines. They pack enough sensors to accurately target anything that comes into the devices excellent effective range. They come in many flavors. The simplest is little more than the claymore like trip wire with self targeting installed to allow it to be tossed and 'forgotten' while going about the mission. The next step up is mounting much more deadly weapons to the sentry.
Sentry Mine-AT/AP mounts a bouncing betty style mortar to the sentry base. Once it locks on to the target it can lob either an anti-armor shape charge or an air-bursting anti personnel charge. Typically the sentry can only carry a single anti-armor warhead but can easily be fitted with three or four of the antipersonnel grenades. Larger versions can carry even more warheads and cover even more area.
Sentry Mine-AD mounts even more sensors allowing it to mount and accurately fire a gun system with multiple shots. While not as destructive as the ones with exploding shells, the gun allows the mine to deny the enemy of an even larger area and have many more shots before it can no longer do its job without increasing the size of the mine. They are typically used in one of two ways. The first is to act as a normal mine and expend as many shots rapidly to kill anyone that enters the area. The second is as a long term area denial device. These second types are heavily camouflage, masquerading as rocks or even as bushes; and include advance programming to deactivate the device for a random time after firing before it will fire again to maximize the time the mine can 'deny' the area and making it harder to detect as their be only one shot between activations. Some may even jump to a new random location after every shot. These second type AD mines are more like robotic snipers and just knowing they been seeded into an area can make people unwilling to enter, denying the area without even firing a shot.
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Fuses. There are many types of fuses. If you can imagine it a fuse and grenade combination can likely be made to do that.
Timed – The most common fuse for a grenade is a mechanical or electronic timer that detonates the device after a certain time.
Variable-Time – A time fuse that can be dialed allowing more control over when it would detonate.
Impact – A simple fuse that causes the grenade to go off on impact after tossed.
Impact-Delayed – A device that combines both types of fuses. Usually included with separate timed fuse to insure that the grenade will detonate
Proximity – A simple sensor fuse that will detonate the device before it impacts a wall or floor to maximize the explosive effects against soft targets. Most useful in open areas where nothing will confuse the sensor before it reaches the target.
Sensors – Advance senors design to allow the grenade to image the word around it and intelligently detonate at the right time. They come in all kinds of forms allowing it to sense the aspect of the enemy that would best allow it to accurately target it.
Frag Grenades, short for Fragmentation Grenades, are the most basic of grenades. They are a metal shell filled with explosives to shatter and blast fragments of the shell all over the place. Modern technology has improved all elements of the design. Modern fuses are reliable and expand the ways you can use the grenade. Electronic fuses give you many programmable options. Even the classic mechanical fuse has been updated to give you a choice of fuse timings while still ensuring the explosives will detonate. The good stuff will have more than one fuse to ensure that once the pin is pulled and the grenade is thrown there is no stopping it. The explosives are more powerful, giving more bang per once. And most importantly the fragments are smaller and more lethal. All combined the state of the art frag grenades give you a lot of bang in an apple size package. The sheer amount of small hyper-velocity fragments the modern grenades throw out mean that simply hitting the deck is not going to protect you from these weapons. Body armor will not protect you either, the armor might stop the fragments but it wont keep you from taking hits where it does not cover.
Concussion Grenades are frag grenades without its fragmenting casing, just a thin protective shell. Cheaper models have a simple shell of some combination of cardboard, plastic, and paint. More advance models might be cast entirely from a hard polymer bonded explosive with just a durable coating applied for protection. Others might use a Dense Inert Metal Explosive to maximize destruction inside the blast radius with a wall of sand size micro-fragments. All concussion grenades have a smaller well defined lethal radius allowing you to use them at much closer ranges without the risk of fragging yourself or other friendlies.
Incendiary Grenades replace the standard high explosive filler with a mix of chemicals that burn super hot. Reaching temps over 5000° F these grenades cause massive damage to anything near by, and easily ignites starts secondary fires. Most are optimized for the destruction of machinery, burning through and melting critical components. Others though are design to spread the incendiary filler over a wide area, like a Molotov cocktail, reducing its effectiveness against machinery but greatly increasing it's effectiveness again people and structures buy setting a larger area on fire.
HESH Grenades are specialized weapons design to cause damage through thick armor. The grenades have a soft filler design to stick to the target like a spit ball before exploding. The large contact area of the explosion sends a shock wave through the armor to blast fragments off the other side of the plating. They are quite good at blowing large holes in weaker walls without sending shards back at the user.
Breacher Grenades are designed to stick and detonate a directional charge into the target. The exact means of attaching varies with design from adhesives to magnets to spikes. Most are design stick to the target with the warhead facing the right way, others stick any which way and rotate.
FAE Grenades or Thermobaric Grenades are the big brothers to the concussion grenades. A small bursting charge vaporizes and super heats an energetic fuel mixture which ignites with the surrounding air to generate a huge explosive fireball. These are very good at clearing large rooms or even bunkers.
Mini Grenades are small scale versions of other types of grenades with about half the effective radius of there full size counterparts. The mini grenades average round the size of tennis balls. They are small enough that a person can toss multiples at the same time to ensure better coverage of a room with a lot of sturdy cover that can protect the occupants from a single grenade.
Arc Grenades are the CCSS answer to concussion grenades. Using the same technology on the CCSS standard arc round they send a massive energy pulse into the surface to cause it to vaporize or otherwise explode. Being between 60mm and 70mm in diameter Arc Grenades can vaporize quite a large volume to create its lethal concussive shock wave. Direct hits from these grenades can deal serious damage to even armor vehicles.
Arc Frag Grenade use the Arc technology in a different way, they direct there contained energy inward to vaporize the internal filler. The rocket fuel like filler mix is optimized to generate as much explosive force as possible as it vaporized by the massive energy dump. Like normal frag grenades they are wrapped in a fragmenting metal shell. Some versions use double as fuel air explosives generating additional heat and explosive power in breathable atmospheres.
EM Frag Grenade are one of the more unusual grenades. Built like the non-lethal sting grenade. These grenades have an interior reminiscent of a seedpod. They are basically a giant cluster of single shot reloadable gauss guns. The many barrels fire a lethal spray that blankets the room. They have quite the large radius but the hit probability drops severely as the distance increases. The type of round loaded effects the hit probability. When loaded with solid shot the rounds can bounce around the compartment to increase the chances of hitting. Loaded with arc rounds the grenade fills the room with storm of explosions as the dozens of arc rounds vaporize chunks out of the contents of the compartment. An arming delay allows the arc rounds underneath the grenade to bounce free before vaporizing the next thing they hit.
Chemical Grenade are gas grenades with some kind of lethal chemical inside it instead of the normally less-than-lethal gas. The grenades are named after the chemical contained within. The exact chemicals used inside depends on the ideology, situation, and generally how lethal and persistent you want the chemical can be. Sometimes a mildly lethal gas that dissipates quickly is all you need to clear the area by other means as the enemy is force do don protection instead of shooting back. The chemical agents are design to kill in various ways but can be safely avoided through use of suits or other hazmat gear.
-----
Less-Than-Lethal Grenades. These grenades provide a variety of effects that do not directly pose a lethal threat to the those around it.
Stun Grenades are design to generate a blinding flash and deafening bang to disorient anyone around it. The flash leaves after images that makes it hard to see while the bang leaves them dizzy. The means by which the effects are generated varies between manufacturer. Some designs also release chemical irritants to further incapacitate the victims.
Sting Grenades are canisters filled with rubber balls and a small filler charge to send the balls flying out at moderate speed. As a riot control device the balls are design to inflict enough pain to discourage and disperse the crowd. Some coat the semi porous balls with irritants to increase the grenades effectiveness.
Gas Grenades are basically dispensers to spray out clouds of irritating chemicals into a crowd. They are the safest of the crowd dispersion grenades but also the least effective. As the mild irritants are easily filtered out by determined rioters. Other gas grenades contain gasses that can disorientate or knock out the any unprotected persons in the area, making them easy to round up.
Anti Laser Grenades are modified gas grenades that generates a cloud a particles that alters the optical properties of the air enough that certain classes of lasers have their beams defocus and scattered greatly reducing the effectiveness. The grenades are tuned for use against certain classes of lasers. They are not effective against other laser types. Grenades exist for use against most types of portable lasers.
Smoke Grenades generate a cloud of smoke that obscures vision. They typically use a pyrotechnic means to generate the smoke. Military versions generate smoke that is opaque to IR and even imaging radars. Other smoke grenades generate colored clouds that can be used to mark locations.
EMP Grenade are small single shot devices that use explosives generate a powerful energy pulse that overloads nearby electronics. These devices are good for disabling critical infrastructure without totally destroying it. The radius of the EMP pulse easily exceeds that of thrower requiring nearby friendly forces to shutdown all electronic equipment or risk having them permanently disabled by the pulse, a serious disadvantage. A longer fuse allows allies to get out of the blast radius but negates many of the tactical advantages the grenade can offer. The EMP grenade is a difficult device handle.
Disruptor Grenade was originally designed by the CCSS as a safer alternative to EMP grenades when taking down ships. The unique design keeps the shutdown effect mostly contained within the compartment. Another variation on the gas grenade, the disruptor releases a cloud of highly conductive particulate that can short out and disable any poorly insulated circuits. It doesn't stop there though after second to allow the gas to spread out the grenade starts dumping pulses of energy through the cloud allowing it to disrupt all but the best shielded electronics. The multiple pulses of energy and the chaotic EMF of the electrified cloud would cause even harden electronics to crash or shutdown through errors or by tripping built in safeguards. As the effects are largely contained within the cloud it is safe to operate around, and there is no need to shutdown systems against an EMP. Troops can continue fighting as normal around the edges of the cloud. The conductive dust can be a hazard to unprotected electronics till fully cleaned up.
Recon Grenade are grenade size devices fitted with cameras and various other sensors scout out the area for soldiers.
Jammer Grenade are much like the recon grenades except instead of sensors they are fitted with powerful emitters that jam communications in the area. Some jammers can also double as communication relays bouncing or boosting the signal.
Holographic Decoy are exactly as one would think, they are small plank like devices designed to land either face up or face down. Either way they are able to project a programmed holographic image into the air above them. Some versions come with magnets that allows the device to any suitable surface, allowing the decoy to be projected in any orientation.
-----
Non-Standard Grenades are devices that don't see common use across a wide variety of units.
Deployable Cover is an armored shoe box with a power pack and hard-light projector inside. They can be tossed out and provide a temporary barrier that the troops use to advance ahead, or even bunker down behind. The wall is typically between waist and chest high depending on the users wishes. The projector is usually stabilized in some fashion to ensure that the wall is properly aligned no matter how it lands. Cheaper versions typically have controls that allows the user to offset and angle the wall as they want. They are typically single use devices designed to be left in place while the troops advance or retreat. Depending on manufacturer and wall size the shield can last anywhere between 15 seconds and one minute, more than long enough for the force to gain ground or regroup.
Explosive Blades are the love child of throwing knives and mini-grenades. In there simplest form they are just triangular trench spikes with an explosive filler running down the center. Upping the boom, high end explosive blades are made almost entirely of a hard plastic explosive, easily allowing it to double as a metal free knife with the right fuse. The fuse is set up so that the ring on the arming pin is easily worn on a finger and removed from the fuse when the knife leaves the hand.
Ring Grenade are similar to the explosive blades in that they are cast from the stiff polymer-bonded high-explosive into a disk or ring shape that gives them quite the edge in range and accuracy when properly thrown. Their large size limits them generally to being carried on a belt much like the old fashion stick grenades, or the chakrams they resemble. Smaller mini disks are made that can be stacked inside larger pouches.
The Spider's Nest is probably the most unusual and annoying throwable mine. These extremely unstealthy and unsubtle devices are used to booby trap important rooms, or just annoy the ever living hell out of some group. Once thrown the device starts a timer. Once the timer runs out the device fires dozens of small harpoons to embed themselves into all the surfaces. A small delay later and the device takes out the slack in the lines, fully retracting any of the lines that did not embed into anything. The device puts enough tension into the lines to pull free any barbs that are not embedded strongly enough. Once all the barbs are either set or retracted back into the device, it lets off on the tension a little and becomes armed. If any of the wires are disturbed the frag or FAE in the center will detonate. Shooting the core will also detonate it.
Proximity Grenade are throwable mines equipped with sensors that allow the device to detect when something moves within there effective range. They are of shape that lands in predictable orientations. Once it comes to a stop they take a quick scan of the area then if things changes beyond a certain threshold the device detonates. They are not the most reliable devices as the limited sensors installed generally means that any suitably large change in there local environment can set them off. They sometimes come with a fuse that can be disable and enable to allow friendly forces to pass by the device.
Bouncing Betty is a cylinder shaped grenade with self-righting flaps. The device is design so that there is very little probably of the device not pointing somewhere close to vertical when extended so generally there is no check. The mine going off is more important than which way the grenade will fly when it detonates. Once the flaps are fully deployed the device sets its fuse. The fuse is generally either proximity or a manually set trip wire. When the fuse is triggered a small charge propels the grenade upwards into the air to allow the device to explode at roughly head level to maximize the lethal radius.
Trip Wires are a more advance version of the proximity grenade. They are designed to be tossed into position before righting themselves. A secure datalink and remote control allows the user to aim the claymore style directional mine and sensors to cover exactly where they want. Some versions can be programmed to orient on to a compass bearing once it rights itself, usually with a programmed delay before arming as well so that the user can be clear of the devices before they arm while still being able to hit the flanks of the people in pursuit.
Sentry Mines are the next step above the Trip Wire mines. They pack enough sensors to accurately target anything that comes into the devices excellent effective range. They come in many flavors. The simplest is little more than the claymore like trip wire with self targeting installed to allow it to be tossed and 'forgotten' while going about the mission. The next step up is mounting much more deadly weapons to the sentry.
Sentry Mine-AT/AP mounts a bouncing betty style mortar to the sentry base. Once it locks on to the target it can lob either an anti-armor shape charge or an air-bursting anti personnel charge. Typically the sentry can only carry a single anti-armor warhead but can easily be fitted with three or four of the antipersonnel grenades. Larger versions can carry even more warheads and cover even more area.
Sentry Mine-AD mounts even more sensors allowing it to mount and accurately fire a gun system with multiple shots. While not as destructive as the ones with exploding shells, the gun allows the mine to deny the enemy of an even larger area and have many more shots before it can no longer do its job without increasing the size of the mine. They are typically used in one of two ways. The first is to act as a normal mine and expend as many shots rapidly to kill anyone that enters the area. The second is as a long term area denial device. These second types are heavily camouflage, masquerading as rocks or even as bushes; and include advance programming to deactivate the device for a random time after firing before it will fire again to maximize the time the mine can 'deny' the area and making it harder to detect as their be only one shot between activations. Some may even jump to a new random location after every shot. These second type AD mines are more like robotic snipers and just knowing they been seeded into an area can make people unwilling to enter, denying the area without even firing a shot.
-----
Fuses. There are many types of fuses. If you can imagine it a fuse and grenade combination can likely be made to do that.
Timed – The most common fuse for a grenade is a mechanical or electronic timer that detonates the device after a certain time.
Variable-Time – A time fuse that can be dialed allowing more control over when it would detonate.
Impact – A simple fuse that causes the grenade to go off on impact after tossed.
Impact-Delayed – A device that combines both types of fuses. Usually included with separate timed fuse to insure that the grenade will detonate
Proximity – A simple sensor fuse that will detonate the device before it impacts a wall or floor to maximize the explosive effects against soft targets. Most useful in open areas where nothing will confuse the sensor before it reaches the target.
Sensors – Advance senors design to allow the grenade to image the word around it and intelligently detonate at the right time. They come in all kinds of forms allowing it to sense the aspect of the enemy that would best allow it to accurately target it.