Electromagnetic pulse grenades damaging to electronic equipment.
- Single Thrown
- Dmg Type
- 90 ticks (
- 160 ticks (
- 12.9 tile(s)
- 12 (m/s)
- Burst Count
- 1 (per burst)
- 1.9 tile(s)
- Blast Radius
- Work To Make
- 24,000 ticks (
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 ( . Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid.
Using EMP grenades against friendlies counts as an attack even if they aren't hurt.
They can also be purchased from orbital pirate merchants and orbital combat suppliers, outlander settlements, or obtained from the following raider kind:
|Raider Kind||Chance||Average Quality||Health|
EMP grenades need only be crafted once and can then be used as many times as wanted. These grenades are very effective against centipedes, as their slow movement speed and large size make them easy targets. Centipedes 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.
EMP Grenades are useful against mechanoid clusters if they don't have any proximity activators.
- 0.6.532 - Added.