Difference between revisions of "EMP shell"

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They can also be purchased from [[traders]].
 
They can also be purchased from [[traders]].
  
==Summary==
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== Summary ==
The EMP shell deals 50 [[EMP]] damage in a 8.9-tile radius, stunning [[mechanoid]]s, turrets and other mortars for 25 seconds, and instantly downing [[shield belt]]s, [[low-shield pack]]s {{RoyaltyIcon}}, mech low shield
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When fired from a mortar, {{lc:{{P|Name}}}}s deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, stunning [[mechanoid]]s, turrets and other mortars for 25 seconds, and instantly but temporarily downing [[shield belt]]s, [[low-shield pack]]s {{RoyaltyIcon}}, mech low shields and mech high shields.
  
 
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.
 
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.
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When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, dealing 50 [[Damage Type#EMP|EMP]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 11.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.
  
 
== Analysis ==
 
== Analysis ==
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Due to its large blast radius, only a few shells are usually required for each barrage to hit all enemies. Given that, as well as its combat effectiveness, it is a very cost-efficient choice, despite requiring components to make.
 
Due to its large blast radius, only a few shells are usually required for each barrage to hit all enemies. Given that, as well as its combat effectiveness, it is a very cost-efficient choice, despite requiring components to make.
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The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.
  
 
== Version history ==
 
== Version history ==

Revision as of 05:44, 22 September 2021

EMP shell

EMP shell

A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged.

Base Stats

Type
Crafted ResourcesMortar shell
Market Value
55 Silver
Stack Limit
25
Mass
1.25 kg
HP
60
Deterioration Rate
1.5
Flammability
100%
Path Cost
15

Ranged Combat

Damage
50 dmg (EMP)
Velocity
41 (m/s)
Blast Radius
8.9

Creation

Crafted At
Machining table
Required Research
Microelectronics
Skill Required
Crafting 4
Work To Make
800 ticks (13.33 secs)
Resources to make
Steel 15 + Component 2
Technical
defName
Shell_EMP
thingCategories
MortarShells"MortarShells" is not in the list (Armor, Art, Artifact, BasicClothing, Clothing, ExoticMisc, ImplantEmpireCommon, ImplantEmpireRoyal, MortarShell, PsychicApparel, ...) of allowed values for the "TradeTags" property.
tradeTags
MortarShells


The EMP shell is a type of mortar shell that upon exploding in an EMP burst.

Acquisition

EMP shells are made using 15 steel and 2 components at a machining table and requires Microelectronics to be researched. Requires a Crafting skill of at least 4. The steel cost is increased to 25 if the Classic Mortars difficulty option is enabled.

They can also be purchased from traders.

Summary

When fired from a mortar, emp shells deal 50 EMP damage in a 8.9 tile radius, stunning mechanoids, turrets and other mortars for 25 seconds, and instantly but temporarily downing shield belts, low-shield packs Content added by the Royalty DLC, mech low shields and mech high shields.

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.

When damaged beyond 70% of its health, it will explode after between 30 ticks (0.5 secs) and 60 ticks (1 sec), dealing 50 EMP damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of 15 tiles at a full stack of 25.

Analysis

It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Because of this, it finds really good value even though it deals no physical damage whatsoever.

Due to its large blast radius, only a few shells are usually required for each barrage to hit all enemies. Given that, as well as its combat effectiveness, it is a very cost-efficient choice, despite requiring components to make.

The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.

Version history

In 1.1 its crafting cost was increased (20 --> 25 steel, 1 --> 2 components).

  • 1.3.3066 - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.