Here's the code for the coalition basic grenade
Code:
AddDevice = TDExplosive //its a TDExplosive
   PresetName = Grenade //its name
   AddToGroup = Bombs //NEEDED to make it a hand throwable device, otherwise it's just a non-throwable explosive.
   Description = Blah
//Everything here is just your basic variables and stuff
   Mass = 9001
   RestThreshold = -9001
   HitsMOs = 1
   GetsHitByMOs = 1
//Yeah... (and don't actually make the mass that high or else funny stuff will happen)
   ScriptPath = Coalition.rte/Devices/Explosives/TimedFuze.lua //Add this line if you want a smarter fuse that doesn't explode in the user's hands.
//Basic stuff determining what bomb looks like
   SpriteFile = ContentFile
      FilePath = Coalition.rte/Devices/Sprites/GrenadeA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -4
//If a bullet hits the bomb, what kind of wound will it get?
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 10 //How expensive it is
   AngularVel = 5 //How much the bomb spins when its thrown, greater value = greater spin
//Lets the engine automatically define the bomb's hit area
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 0
//Other random useless variables for explosives
   JointStrength = 100
   JointStiffness = 0.5
   DrawAfterParent = 1
//Durr...
   GibSound = Sound
      CopyOf = Bone Crack //What kind of explosion sound it makes
//How the thrower holds the bomb when throwing
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
//Adjust these values to determine how far/fast you can throw bomb
   MinThrowVel = 3
   MaxThrowVel = 15
   ActivatesWhenReleased = 0 // Will the bomb start ticking when you throw it? If you decided to not add the lua script from earlier, set this to 1.
   TriggerDelay = 10000 //How much time before the bomb automatically explodes. If you decided to add the script, this value doesn't really do much.
   GibImpulseLimit = 6000 //How much crushing force is required to make the bomb automatically explode
   GibWoundLimit = 1 //How many bullets bomb can withstand before blowing up
//Everything below are just the things that the bomb turns into (mostly shrapnel and smoke in this case) when it blows up.
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Glow Explosion Huge
      Count = 1
      Spread = 2.25
      MaxVelocity = 0.1
      MinVelocity = 0
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Side Thruster Blast Ball 1
      Count = 10
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Gray
      Count = 32
      Spread = 3.1
      MinVelocity = 50
      MaxVelocity = 60
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Yellow
      Count = 28
      Spread = 3.1
      MinVelocity = 50
      MaxVelocity = 60
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 50
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Flame Ball 1
      Count = 12
      Spread = 3.1
      MaxVelocity = 6
      MinVelocity = 2
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 1
      Count = 34
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 2
      Count = 28
      Spread = 3.1
      MaxVelocity = 12
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 2 Glow
      Count = 6
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = AEmitter
         CopyOf = Explosion Trail 1
      Count = 6
      Spread = 3.1
      MaxVelocity = 40
      MinVelocity = 20
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Flame Smoke 1
      Count = 15
      Spread = 3.1
      MaxVelocity = 12
      MinVelocity = 3
      LifeVariation = 0.50