Difference between revisions of "EMP grenades"

From RimWorld Wiki
Jump to navigation Jump to search
m
(8 intermediate revisions by 3 users not shown)
Line 7: Line 7:
 
|type2 = Weapons
 
|type2 = Weapons
 
|class = Modern
 
|class = Modern
|damage = 80
+
|damage = 50
 
|range = 12.9
 
|range = 12.9
 
|accuracy = -
 
|accuracy = -
Line 13: Line 13:
 
|warmup = 108
 
|warmup = 108
 
|cooldown = 160
 
|cooldown = 160
|missRadius = 1.0
+
|missRadius = 1.9
 
|burst = 1
 
|burst = 1
 
|blastRadius = 3.5
 
|blastRadius = 3.5
 
|DPS = DPS
 
|DPS = DPS
 
|velocity = 12
 
|velocity = 12
 +
|buy = {{icon|steel|20}} + {{icon|component|6}}
 
|sell = {{icon|silver|300}}
 
|sell = {{icon|silver|300}}
 
}}
 
}}
 
</onlyinclude>
 
</onlyinclude>
 +
'''EMP grenades''' are ranged weapons can stun [[mechanoid]]s, [[turret]]s, [[mortar]]s, and deplete [[shield belt]]s, but do not deal physical damage. A target that is stunned shows a mote saying 'STUN'.
  
 +
Each blast deals 50 EMP damage, stunning for 25 seconds.
  
'''EMP grenades''' stun [[mechanoid]]s, [[improvised turret]]s, [[mortar]]s, deplete [[Armor#Personal_Shield|personal shields]], and detonate [[mortar shell]]s, but have no effect on humans and do not deal physical damage. A target that is stunned shows a mote saying 'STUN'. After being stunned, targets may randomly become 'Adapted' and gain stun immunity. This stun immunity is not permanent, but takes a long time to wear off (usually lasts longer than the fight that caused it).
+
After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for {{ticks|2200}}. Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid.
  
 +
They can be crafted, purchased or looted from dead raiders.
  
EMP grenades are very effective against [[Mechanoid Centipede|mechanoid centipedes]]. Their slow moving speed and large size makes them an easy target. They have a very high damage potential, so even temporarily shutting down their ability to attack will give your colonists an advantage in a battle.
+
Using EMP grenades against friendlies counts as an attack even if they aren't hurt.
 
 
 
 
It is a good idea to manually aim EMP grenades instead of letting the AI do that. AI will not lead the targets and will not attack targets which can only be hit by area of effect. Repeated applications of stun while the target is already stunned will cause stun adaptation to happen earlier, while not affecting stun time significantly.
 
  
 +
== Usage ==
  
Using EMP grenades against friendlies counts as an attack even if they aren't hurt.
+
EMP grenades are very effective against [[centipede]]s. Their slow move speed and large size make them easy targets. They have a very high damage potential, so even temporarily shutting them down will give your colonists an advantage in a battle.
  
 +
It is a good idea to manually aim EMP grenades instead of letting your colonists do that. They will not lead the targets and will not attack targets which can only be hit by area of effect. Repeated applications while the target is already stunned will cause stun adaptation to happen earlier, while not affecting stun time significantly.
  
 
[[Kind::Weapons| ]]
 
[[Kind::Weapons| ]]

Revision as of 03:15, 18 May 2019

EMP grenades

"Electromagnetic pulse grenades damaging to electronic equipment."

Base Stats

Type
EquipmentWeapons
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Modern

Ranged Combat

Mode
Single Thrown
Damage
50 dmg
Warm-Up
108 ticks (1.8 secs)
Cooldown
160 ticks (2.67 secs)
Range
12.9 tile(s)
Accuracy
-
Velocity
12 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
3.5
DPS
11.19

EMP grenades are ranged weapons can stun mechanoids, turrets, mortars, and deplete shield belts, but do not deal physical damage. A target that is stunned shows a mote saying 'STUN'.

Each blast deals 50 EMP damage, stunning for 25 seconds.

After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs). Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid.

They can be crafted, purchased or looted from dead raiders.

Using EMP grenades against friendlies counts as an attack even if they aren't hurt.

Usage

EMP grenades are very effective against centipedes. Their slow move speed and large size make them easy targets. They have a very high damage potential, so even temporarily shutting them down will give your colonists an advantage in a battle.

It is a good idea to manually aim EMP grenades instead of letting your colonists do that. They will not lead the targets and will not attack targets which can only be hit by area of effect. Repeated applications while the target is already stunned will cause stun adaptation to happen earlier, while not affecting stun time significantly.