Realistic Grenades And Explosives
Overhauls grenades, rocket launchers, grenade launchers, door charges, wall charges, and gas tanks to be more realistic.
Blast radii are much larger, they are more devastating, and you have to be very careful how and where you use them.
M67 Frag Grenade
- Blue Vector
- Project ARES
- MARSOC
- Armadillo Security Services
- Eyyy’s Ranger Rebalance
- For compatibility with PMC Squad, use my PMC Squad Rake5000 Edits mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3651327253
Vanilla blast zones are tiny. In reality, a 40mm HE grenade doesn’t even arm before 14-27m and is lethal in a 5m radius, but fragments can take you out of the fight much farther away. In vanilla, you can safely shoot it at someone 6m away. That’s a gameplay choice, and I respect it – but I wanted something a bit closer to the real world.
This mod keeps things fun, but a bit more grounded. IRL, you wouldn’t fire a 40mm under 15m. In this mod, that’s also the minimum safe distance.
I’ve spent a lot of time looking into the real-world effects of explosive devices over distance. It’s a complex topic and there are no simple answers. The game only models "alive" or "dead." That’s why I based the mod on functional incapacitation, not just instant lethality.
After a lot of testing and tuning, it feels right and fun to me – so I’m sharing it for others who want it a bit more realistic, too.
- Frag Grenades: No kill guarantee. 5m high damage and 80% kill chance, 8m medium damage, 12m stun and 20% chance of low damage.
- Flashbangs: Short, violent entry tool. 1s stun at impact, down to 0.5s at 8m, with slightly increased suppression. You have to push fast – enemies recover quickly and highly trained enemies are affected much less. Briefly affects friendlies in a tiny 1m radius. Deals no damage and does not set off other explosives.
- Stingers: 4s stun at 4m, down to 0.25s at 8m.
- 9 Bangs (added by compatible mods): Cumulative suppression effect with short stun. 1s stun at impact, down to 0.5s at 8m, plus suppression over distance. Your operators can push through the suppression, but the first detonation briefly affects them in a tiny 1m radius. Highly trained enemies are affected much less. Deals no damage and does not set off other explosives.
- Mk21 (added by compatible mods): 3.5m kill guarantee. Rapidly decreasing medium damage from 3.5 to 9m.
- Mk21 Triple Stack: Punches portholes into walls. 5m kill guarantee. Rapidly decreasing medium damage from 5 to 12m.
Devastating area denial tools for large open spaces. Very risky indoors or on small maps. Accuracy improved due to their danger.
- HE: 4m lethal, 8m heavy wounds and high kill chance, 15m low damage and low kill chance plus stun/suppression.
- HEDP (Project ARES): Slightly less lethal than HE beyond 4m, but punches small holes in walls.
Much larger blast radius, but no longer create man-sized breaches – only small holes to fire through. Use a wall charge for full entry.
- Carl Gustaf: 8m lethal, 16m injury, 24m stun/suppression
- AT4: 8m lethal, 16m injury, 24m suppression
- RPG-7: 8m lethal, 16m injury + heavy suppression, 24m stun/suppression
- RPG-26: 8m lethal, 16m injury + suppression, 24m stun/suppression
- M72 LAW: 8m lethal, 16m injury + suppression, 24m suppression only
- Zastava M70B Rifle Grenade: 4m lethal, 8m injury/stun
Have huge stun areas to emulate overpressure.
- Wall Charges: 4m kill, 6m injury
- Door Charges: 1.5m injury
- Demo Charges: 2m kill, 5m injury
Have a vastly increased deadly radius – stay in cover or far away when they explode.
- Big white 500 gal tanks: 3m total obliteration, 6m lethal, 12m damage
- Small red 20 lb cylinders: 3m lethal, 8m damage
- Red: Instant death or possible death
- Yellow: Injury
- Blue: Stun – affects your troops, avoid it!
- White: Suppression – affects your troops, but manageable
- Kill uncertainty for 40mm
- Balancing finetuning
- Adjustment of S-Vests
Revisions:
Old revisions of this mod are available below. Click the link to download.