Difference between revisions of "EMP Grenade"

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{{Tabbed infobox
 
| tab1 = EMP Grenade
 
| tab1 = EMP Grenade
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| tab2 = Mk II
| tab3 =  
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| tab3 = Mk III
 
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'''EMP Grenades''' are probably the best thing ever against robots. They stun robots for 2 turns and since EMP doesn't damage humans you can throw these even from melee range without any throwing skill.
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'''EMP Grenades''' are special grenades that damage automatons and electronic devices. They do not hurt organic targets unless they have electronic devices such as [[Shield Emitter]] equipped, in which case those devices have their batteries drained and the target takes damage based on energy drained.
  
But be aware that these will damage your electronic gadgets (if you have any) and their short-circuit can hurt you as well!
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They deal '''30-45''' (Mk I), '''50-80''' (Mk II) or '''70-115''' (Mk III) damage to automatons. Mk III EMP devices also stun automatons for 3 turns instead of 2.
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As of version [[0.1.14.0]], hostile NPCs may also use EMP grenades against the player.
  
 
== Crafting ==
 
== Crafting ==

Revision as of 14:10, 30 March 2015

EMP Grenade.png
EMP Grenade
Grenade
This grenade discharges powerful electromagnetic pulse on impact, damaging and disabling electronic equipment.
Use: All automatons caught in the blast take 30-45 electricity damage (this damage bypasses resistances and shields) and are stunned for 2 turns. All other targets have their electronic equipment immediately drained of all energy and receive electrical damage equal to 50% of energy drained.
(AP: 15; Cooldown: 6 turns)
Weight: 0.30
Value: 400
v · d · e
EMP Grenade Mk II.png
EMP Grenade Mk II
Grenade
This grenade discharges powerful electromagnetic pulse on impact, damaging and disabling electronic equipment.
Use: All automatons caught in the blast take 65-105 electricity damage (this damage bypasses resistances and shields) and are stunned for 2 turns. All other targets have their electronic equipment immediately drained of all energy and receive electrical damage equal to 50% of energy drained.
(AP: 15; Cooldown: 6 turns)
Weight: 0.30
Value: 600
v · d · e
EMP Grenade Mk III.png
EMP Grenade Mk III
Grenade
This grenade discharges powerful electromagnetic pulse on impact, damaging and disabling electronic equipment.
Use: All automatons caught in the blast take 100-165 electricity damage (this damage bypasses resistances and shields) and are stunned for 3 turns. All other targets have their electronic equipment immediately drained of all energy and receive electrical damage equal to 50% of energy drained.
(AP: 15; Cooldown: 6 turns)
Weight: 0.30
Value: 800
v · d · e

EMP Grenades are special grenades that damage automatons and electronic devices. They do not hurt organic targets unless they have electronic devices such as Shield Emitter equipped, in which case those devices have their batteries drained and the target takes damage based on energy drained.

They deal 30-45 (Mk I), 50-80 (Mk II) or 70-115 (Mk III) damage to automatons. Mk III EMP devices also stun automatons for 3 turns instead of 2.

As of version 0.1.14.0, hostile NPCs may also use EMP grenades against the player.

Crafting

EMP Grenades can be crafted with Blueprint: EMP Grenade.

Other info

Stackable: Yes (10)