Difference between revisions of "EMP Mine"

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{{Tabbed infobox
 
{{Tabbed infobox
 
| tab1 = EMP Mine
 
| tab1 = EMP Mine
| tab2 =  
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| 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), '''65-105''' (Mk II) or '''100-165''' (Mk III) damage to automatons. Mk III EMP devices also short-circuit automatons for 3 turns instead of 2. All EMP mines have a radius of 3 squares.
  
 
== Crafting ==
 
== Crafting ==
 
EMP Mines can be crafted with [[Blueprint: EMP Mine]].
 
EMP Mines can be crafted with [[Blueprint: EMP Mine]].
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== History ==
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* [[1.0.0.8]] - increased damage of Mk.II and Mk.III versions
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* [[0.1.14.0]] - added craftable Mk.II and Mk.III variants
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* [[0.1.5.0]] - introduced
  
 
== Other info ==
 
== Other info ==
Stackable: Yes (10)
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Stackable: Yes (99)
  
  

Latest revision as of 11:45, 5 February 2020

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), 65-105 (Mk II) or 100-165 (Mk III) damage to automatons. Mk III EMP devices also short-circuit automatons for 3 turns instead of 2. All EMP mines have a radius of 3 squares.

Crafting

EMP Mines can be crafted with Blueprint: EMP Mine.

History

  • 1.0.0.8 - increased damage of Mk.II and Mk.III versions
  • 0.1.14.0 - added craftable Mk.II and Mk.III variants
  • 0.1.5.0 - introduced

Other info

Stackable: Yes (99)