Throwables and Explosives
Throwables and explosives are rare, loud, and high-impact. Most of them should be treated as route-changing tools, not casual pocket clutter.
Why They Matter
| Role | What it does |
|---|---|
| Breach | Opens positions that would otherwise force a predictable entry |
| Blind | Lets you cross, push, or disengage while players and NPCs lose sight |
| Cover | Creates temporary space when open terrain or hostile fire would pin you down |
| Deny | Makes doors, hallways, roads, and loot spots dangerous to contest |
| Signal | Calls attention to a location, sometimes on purpose and sometimes by mistake |
The strongest explosives are intentionally rare. If one appears in your kit, it should have a job before the fight starts.
Standard Throwables
| Throwable | Primary use | Field notes |
|---|---|---|
| Grenade | Burst damage and breaching | Grenades now cause real block damage, throwing blocks outward and letting players punch holes through walls, barricades, and defended rooms |
| Flashbang | Entry, escape, and crowd disruption | A good flashbang can completely blind players and NPCs, which makes it one of the strongest ways to break a defended angle |
| Smoke grenade | Cover and line-of-sight control | Smoke is physics-based and volumetric, so it can fill rooms, hallways, and small structures instead of sitting as a flat cloud |
| Black smoke grenade | Heavy concealment | Best when you want darker cover or want a position to feel more dangerous from the outside |
| White smoke grenade | Clean visual cover | Easier for teammates to read while still breaking sightlines |
| Colored smoke grenade | Signaling and misdirection | Can mark an approach, fake a push, or make another squad think a team play is happening |
| Gas grenade | Toxic area denial | Works like smoke, but the cloud itself is dangerous and can force players or hostiles out of a room |
| Incendiary grenade | Fast ignition and panic pressure | Detonates into a quick-spreading fire burst that punishes clustered players and tight interiors |
| Molotov cocktail | Sustained burn control | Better for holding an area for a continuous window than for a single instant blast |
Planted Explosives
| Explosive | Primary use | Field notes |
|---|---|---|
| C4 charge | Remote breaching | Very rare, plantable, and best saved for breaking a strong position or opening a valuable route |
| Claymore | Directional trap | Strong near doors, loot entries, stairwells, and escape lanes where players are likely to commit forward |
| Bouncing Betty | Proximity trap | Punishes careless movement and can protect a camp, stash route, or retreat path |
| Proximity mine | General area denial | Best used where enemies will not have much time to notice the threat before they trigger it |
Air Support and Extreme Ordnance
| Ordnance | How it is used |
|---|---|
| Airstrike flare | Marks a target with a flare and calls an airstrike onto that location |
| Airstrike case | Lets a player select a location on the map and call in a strike remotely |
| Air strike | Excessively rare and loud enough to make the area matter to everyone nearby |
| Nuke | Catastrophic endgame ordnance called from map-level control. If one appears, treat it like a world event, not a normal item |
Against NPCs
Throwables matter against NPCs because they can see, hear, investigate, and lose sightlines.
- flashbangs can interrupt hostiles and infected long enough to reposition
- smoke can break sight and reduce clean targeting
- gas can deny rooms to both players and NPCs
- grenades can breach a position instead of forcing a predictable doorway push
- mines and traps punish pursuit when a hostile group is searching for you
Rarity and Handling
- throwables and explosives are intentionally rare, especially the pieces that breach, deny terrain, or call in air support
- firing, throwing, or planting explosives usually announces that something valuable is happening
- do not waste breach tools on weak rooms unless opening that route changes the fight
- expect players to chase smoke, flares, explosions, and air support signals
- keep friendly movement in mind, because a good explosive used carelessly can ruin your own push




