Difference between revisions of "EMP Mine"
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| tab1 = EMP Mine | | tab1 = EMP Mine | ||
| tab2 = Mk II | | tab2 = Mk II | ||
− | | tab3 = | + | | tab3 = Mk III |
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− | '''EMP Mines''' are | + | '''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 13:12, 30 March 2015
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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
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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
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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
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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)
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