Difference between revisions of "EMP Mine"

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| tab1 = EMP Mine
 
| tab1 = EMP Mine
 
| tab2 = Mk II
 
| tab2 = Mk II
| tab3 =  
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| tab3 = Mk III
 
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}}
  
'''EMP Mines''' are excellent against robots, like [[EMP Grenade]]s.
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'''EMP Mines''' are traps that function just like their grenade counterparts, [[EMP Grenade]]s. They are excellent against automatons and characters using electronic devices.
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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.
  
 
== Crafting ==
 
== Crafting ==

Revision as of 14:12, 30 March 2015

EMP Mine.png
EMP Mine
Trap
This mine discharges powerful electromagnetic pulse when triggered, damaging and disabling electronic equipment.
Required skill: 25
Detection difficulty: 100%
Use: Place an EMP mine on targeted spot. When triggered 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.
(Cooldown: 10s)
Cannot be used in combat
Weight: 2.00
Value: 600
v · d · e
EMP Mine Mk II.png
EMP Mine Mk II
Trap
This mine discharges powerful electromagnetic pulse when triggered, damaging and disabling electronic equipment.
Required skill: 50
Detection difficulty: 100%
Use: Place an EMP mine on targeted spot. When triggered 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.
(Cooldown: 10s)
Cannot be used in combat
Weight: 2.00
Value: 850
v · d · e
EMP Mine Mk III.png
EMP Mine Mk III
Trap
This mine discharges powerful electromagnetic pulse when triggered, damaging and disabling electronic equipment.
Required skill: 75
Detection difficulty: 100%
Use: Place an EMP mine on targeted spot. When triggered 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.
(Cooldown: 10s)
Cannot be used in combat
Weight: 2.00
Value: 1100
v · d · e

EMP Mines are traps that function just like their grenade counterparts, EMP Grenades. They are excellent against automatons and characters using electronic devices.

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.

Crafting

EMP Mines can be crafted with Blueprint: EMP Mine.

Other info

Stackable: Yes (10)