Kryth's Cookbook on cooking and blowing marines(OT Recipe Mix)

Im kinda feeling like in the mood so im just sharing some of the OT explosives I’ve cooked up thats valid now. If youre looking for a guide in general on how OT works and how to make your own mix and make sense of stuff, check this link Kryth's Guide for blowing up marines [OT Guide] . And before you ask, you make formaldehyde without getting dexalin by accident by mixing the ingredients in this order: Methane → Oxygen → Phoron. In THAT order, and in a silver beaker.

M15s

  1. HE Only - Basic HE only mix, simple to produce and maximizes explosive potential of m15
  • 60 Cyclonite 120 ANFO
  • 210 Explosive Power and 25 Falloff
  • Generic quick to make HE OT grenade
  1. Incendiary with shrapnel
  • 120 Ethanol 20 Thermite and 40 Iron
  • 30 Intensity 6 Radius 32 Duration(Max Incendiary Values)
  • Extra flavor of shrapnel
  1. Incendiary with incendiary shrapnel
  • 60 Napalm 30 Hydrogen 20 Phosphorus 60 Iron 10 Phoron
  • 30 Intensity 6 Radius 24 Duration
  • Extra flavor of incendiary shrapnel burns anything hit by it
  1. Pure Incendiary
  • 160 Ethanol(or 180 for easier to bottle)
  • Max Flame values
  • Just incendiary, do note that incendiary CAN melt thin resin walls, both types of doors, and ofcourse burn weed/stickies off, theyre great for burning any xeno defenses. Thick resin walls requires two of this to burn off

OT Rockets

  1. The LETS PUMP OUT ROCKETS TO THE RPG THAT CANT AIM rocket
  • 60 Cyclonite 120 ANFO 30 Phosphorus
  • 210 Explosive Power and 64 Falloff with 30 Intensity and minimum Radius/Duration
  • Easy to produce, but not super lethal, fire and forget type of rocket. Basically a slightly better HE rocket
  1. The Okay Im too lazy to make octogen but want to make some rockets quick rocket
  • 120 Cyclonite and 90 Napalm
  • 180 Explosive Power and 112 Falloff 40.5 Intensity, Max Radius/Duration
  • More lethal than the first, but more resource costly(because of phoron), requires direct hitting to be lethal. Upside to this is that its faster to make, requires no waiting for octogen at the cost of requiring more phoron.
  1. The okay lets COOK rocket
  • 110 Octogen 10 Ethanol 60 Carbon and 30 Iron
  • 220 Explosive Power and 138 Falloff, Max Intensity/Duration and Min Radius
  • Most lethal rocket, has the max explosive power, and intensity/duration, but the high falloff requires this to be a direct hit or otherwise it does nothing. Do note Ravagers, Crushers, and Queens are highly immune to this, and in general, any OT rocket.
  1. The im too lazy to make anything but sure ill make something somewhat useful
  • 80 Napalm 80 Iron 40 Ethanol 10 Welder Fuel
  • Max Intensity/Duration/Radius and 80 shrapnel
  • Relies heavily on flame and shrapnel to do damage, basically a RNG rocket due to how shrapnels work, but it can potentially kill ravagers/queen/crusher with RNG due to shrapnel damage.

Claymore

  1. Runner killer 9000
  • 60 Ethanol 10 Welder Fuel, 10 Phosphorus 40 Iron
  • Max Intensity/Duration/Radius and 40 Shrapnel
  • Can basically kill runners with a chance to kill lurkers with the tripwire assembly, shrapnel does bulk of the damage while the flames finish it off.
  1. The marines shall burn
  • 120 Ethanol
  • Max Intensity/Duration/Radius
  • Doesnt kill anything but marines

Shells

  1. Big boom
  • 240 Cyclonite
  • 360 Explosive Power and 34 Falloff
  • It makes a big boom, mini HE OB

C4

  1. ???
  • I dont know man i hate this garbage
  • Make remote c4 awesome again
  • I dont know make some random mix and just blow yourself on evac

M40

  1. Im a m40 custom hater. Go big or go home

I might update this, maybe.

Additional Notes

  1. Rocket unit capacity is 210, not 180, it was buffed before but wasnt updated in the wiki.
  2. Shrapnel count is reduced by half when transformed into a different shrapnel
  3. Shrapnel can be turned into incendiary with phoron, hornet shrapnel(they take increased damage like holo rounds/hornet shell) with polytrinic acid, and neuro shrapnel(slows) with neurotoxin plasma. You need 10 units.
  4. To maximize shrapnel damage you need to not knock them.
  5. Explosive 2-3 is the best level for explosive property. If they can add FUL5 FLW2 and OXI5, you can basically make a TRUE max cap, as in max EP, min Falloff, Max incendiary values, and have room for shrapnel FOR ANY CASING.
  6. Reminder that a red on your OT explosive means misfueled.
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I use to make this kind…until i learned that the reading is a foreign concept to the ungaloid.

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