In Hardline there are several types of hand-thrown grenades available while customizing your character’s loadout. By default, all classes begin with the M67 Frag grenade. But you can purchase more grenades from the loadout screen. Purchased grenades are shared across classes and factions. You only need to buy them once.
M67 Frag
$0
High-explosive fragmentation grenade with a medium blast radius. Deals significant damage to infantry and vehicles.
Field Notes
The M67 Frag is a standard-issue fragmentation grenade, available to all classes at the start of your multiplayer career. The M67 is most effective against infantry, but they can also inflict minor damage against light-skinned vehicles—just don’t try taking out a counter attack truck with them. The M67 doesn’t explode on impact. Instead, they tend to roll around until the timed fuse triggers the explosion. So keep this in mind when tossing an M67. They will bounce off surfaces and roll down slopes. Make a habit of tossing this grenade in buildings prior to entering, especially if you suspect an enemy presence. By default, you can only carry one of these grenades.
M18 Smoke
$3,000
A timed fuse hand grenade that emits a concealing cloud of smoke. Smoke blocks spotting.
Field Notes
Smoke screens created by these grenades are ideal for concealing squad movements when there is a lack of cover. Smoke is extremely helpful in high-traffic areas, obscuring the vision of your opponents. Or use smoke offensively to disorient opponents while picking them off through IRNV and thermal optics. You can only carry one smoke grenade, so make sure you deploy it in a good spot. The grenade disperses a large cloud of smoke which remains in-place for approximately 20 seconds.
M84 Flashbang
$4,200
A timed fuse hand grenade that emits a concealing cloud of smoke. Smoke blocks spotting.
Field Notes
The M84 Flashbang is a popular tactical aid deployed by SWAT and hostage rescue teams, serving as a deterrent while clearing rooms and performing dynamic entries in close quarter environments. In some respects, the flashbang is more effective than its more lethal counterparts, blinding opponents for approximately three seconds, leaving them vulnerable. The duration an opponent is blinded varies depending on their proximity to the device when it detonates. The direction an opponent is facing is also significant. If an opponent’s back is turned, they aren’t blinded as long. Toss flashbangs into rooms occupied by opponents just prior to rushing in and mowing down the opposition. This is an easy (but somewhat cheap) way to score knife kills too. By default, you can carry two flashbangs.
Gas Grenade
$4,800
Timed fuse grenades that emit a cloud of riot-control tear gas. Those affected by the gas suffer blurred vision, making it impossible to aim accurately, and are more susceptible to damage.
Field Notes
New to Hardline, the gas grenade emits a faint, green cloud of tear gas, immediately blurring the vision of all within its wide radius. Prolonged exposure to gas also eats away at a player’s health, including yours. When an opponent walks through a cloud of your gas, you see hit markers on the HUD, indicating an enemy is taking damage. Use this indicator as an early warning of an enemy’s presence. You’re equipped with a total of three gas grenades, allowing you to saturate wide areas (or multiple rooms) with gas. The gas lingers for approximately 30 seconds and has an effective radius of about 10 meters. The effects of gas can be completely negated by equipping the gas mask gadget which we recommend whenever you’re carrying these grenades.
Incendiary Device
$6,600
Incendiary hand grenade which creates a pool of fire that can be used to temporarily block routes or flush enemies out of cover.
Field Notes
Available exclusively to the police, these nasty grenades create a large fire, injuring (and potentially killing) anyone unlucky enough to be caught within its wide and persistent blast radius. During combat, the incendiary device is best deployed in tight choke points such as hallways, doorways, and stairwells, effectively halting the advance of opponents. The fire caused by the device keeps burning for approximately 10 seconds. Don’t expect to score many kills with this device, as victims can often step outside its blast radius before suffering lethal injuries. Instead, use it primarily as a deterrent when defending choke points. You can carry a total of two incendiary devices. But think twice about running through the fire caused by these devices. Even when sprinting you can expect to lose more than 50% of your health. Purchasing the incendiary device for the police automatically unlocks the Molotov cocktail for the criminals.
Molotov Cocktail
$6,600
A breakable glass bottle containing a flammable substance such as gasoline, the Molotov cocktail is an impressive incendiary weapon. They are intended primarily to deny routes of access to opponents, rather than instantly destroy targets.
Field Notes
This crude, yet effective grenade is the criminal team’s answer to the incendiary device, and it functions in an identical fashion. Throw these grenades in tight quarters where opponents have a difficult time escaping the flames. Or when making an escape with loot, toss these behind you, preventing police from pursuing. Like the incendiary device, you’re equipped with two Molotov cocktails. So consider purchasing these early to replace your M67 frag grenades. They’re not as lethal, but they’re much more effective when it comes to controlling foot traffic in tight quarters. Purchasing the Molotov cocktail automatically unlocks the incendiary device for law enforcement.