|Page Contents Current As of Patch:||2021-08-03|
|Nanite Revive Grenade|
|Upon detonation, this Revive Grenade releases a swarm of Rebirth nanites capable of healing fallen allies to 50% health.|
When thrown, nanite revive grenades begin a two-and-a-half second fuse. After this timer elapses, the grenade detonates. Up to ten allied non-MAX infantry within ten meters will begin to be revived by the effect. Revives started by these grenades will stop any in-progress revives made by Medical Applicators, and players revived by this grenade will revive without shielding and half their health, and will have to incur the shield recharge delay. Players with modifications to their maximum health, such as through the Carapace implant, will revive with half of their modified health pool.
To throw a grenade, press the Use Grenade hotkey (G by default). You will throw it using your right arm after a short animation.
- Main article: Implants
The Nanite Revive Grenade interacts with some implants, some equipped to the medic and some the patient(s), triggering their effects upon accepting a revive made by the grenade.
Carapace is an Exceptional implant that removes all of the player's base shielding, and replaces it with an additional 500 health.
While Carapace is equipped, the patient will revive with 500 health when accepting a revive made by a Nanite Revive Grenade, as opposed to the typical 250 health a player without Carapace would be revived at.
|Your personal shield is removed and replaced with 500 additional health. Equipment that adds or modifies shield health does not stack with this implant.|
Combat Surgeon is a Combat Medic-specific implant that replenishes the user's Nano-Regen Device by the listed amount whenever the user is awarded a kill, or whenever an ally accepts a revive made using the Medical Applicator or a Nanite Revive Grenade.
At rank 5, reviving an ally under the same criteria will temporarily protect the user against the 'small arms' resist type by providing a 25% damage reduction effect for 3.5 seconds.
Nanite Revive Grenades trigger this implants's effects at full potency for each and every revive made with them. Do note that the rank 5 benefit does not stack, additional revives only reset the duration back to 3.5 seconds.
|Combat Surgeon 1||Kills and revives restore 12% of your Nano-Regen Device energy.|
|Combat Surgeon 2||Kills and revives restore 15% of your Nano-Regen Device energy.|
|Combat Surgeon 3||Kills and revives restore 20% of your Nano-Regen Device energy.|
|Combat Surgeon 4||Kills and revives restore 30% of your Nano-Regen Device energy.|
|Combat Surgeon 5||Kills and revives restore 30% of your Nano-Regen Device energy, and reviving an ally increases your Resistance to small arms by 25% for 3.5 seconds.|
Safeguard is a starting implant that provides the user with a damage reduction effect against all sources of damage for the listed duration whenever they accept a revive, no matter the source of the revive.
At rank 5, accepting a revive additional restores 200 shields to the user if applicable, or 500 health to a MAX.
Accepting a revive made by a Nanite Revive Grenade triggers this implant's effects at full potency. As Nanite Revive Grenades cannot revive MAXes, any MAX-related effect from this implant is impossible to trigger with the grenade.
|Safeguard 1||Upon being revived, damage taken is reduced by 20% for 1.5 seconds.|
|Safeguard 2||Upon being revived, damage taken is reduced by 20% for 1.75 seconds.|
|Safeguard 3||Upon being revived, damage taken is reduced by 20% for 2.5 seconds.|
|Safeguard 4||Upon being revived, damage taken is reduced by 20% for 3.5 seconds.|
|Safeguard 5||Upon being revived, damage taken is reduced by 20% for 3.5 seconds; and you instantly restore 200 shield health as infantry, or an extra 500 health while in a MAX suit.|
Revenant is a common implant that causes the user to immediately cloak for the listed duration upon accepting a revive.
At rank 5, an identical effect will be applied to any allies the user revives.
Revives made by a Nanite Revive Grenade can trigger this implants effects, whether the patient is using it or the medic is using it.
|Revenant 1||Upon being revived, you become cloaked for the next 2 seconds. Firing your weapon will remove this effect.|
|Revenant 2||Upon being revived, you become cloaked for the next 2.25 seconds. Firing your weapon will remove this effect.|
|Revenant 3||Upon being revived, you become cloaked for the next 2.5 seconds. Firing your weapon will remove this effect.|
|Revenant 4||Upon being revived, you become cloaked for the next 3 seconds. Firing your weapon will remove this effect.|
|Revenant 5||Upon being revived or when reviving another player, you or your target become cloaked for the next 3 seconds. Firing your weapon will remove this effect.|
|400||Nanite Revive Grenades revive nearby friendly soldiers upon detonation.|
- January 15, 2020 Update
- Reduce detonation time by 1 second to increase responsiveness.
- The thrower no longer receives a UI notification in an attempt to revive yourself.
- NSO Defector units are no longer revivable with Revive Grenades.