Difference between revisions of "EMP Grenade"

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(0.1.14 update)
 
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'''EMP Grenades''' are special grenades that damage automatons and electronic devices. They do not hurt organic targets unless they have electronic devices such as [[Shield Emitter]] equipped, in which case those devices have their batteries drained and the target takes damage based on energy drained.
 
'''EMP Grenades''' are special grenades that damage automatons and electronic devices. They do not hurt organic targets unless they have electronic devices such as [[Shield Emitter]] equipped, in which case those devices have their batteries drained and the target takes damage based on energy drained.
  
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.
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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.
 
 
As of version [[0.1.14.0]], hostile NPCs may also use EMP grenades against the player.
 
  
 
== Crafting ==
 
== Crafting ==
 
EMP Grenades can be crafted with [[Blueprint: EMP Grenade]].
 
EMP Grenades can be crafted with [[Blueprint: EMP Grenade]].
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 +
== History ==
 +
* [[1.0.0.8]] - increased damage of Mk.II and Mk.III versions
 +
* [[0.1.14.0]] - hostile NPCs may also use EMP grenades against the player
 +
* [[0.1.14.0]] - added craftable Mk.II and Mk.III variants
 +
* [[0.1.4.0]] - introduced
  
 
== Other info ==
 
== Other info ==

Latest revision as of 16:08, 22 January 2016

EMP Grenade.png
EMP Grenade
Grenade
This grenade discharges powerful electromagnetic pulse on impact, damaging and disabling electronic equipment.
Use: 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.
(AP: 15; Cooldown: 6 turns)
Weight: 0.30
Value: 400
v · d · e
EMP Grenade Mk II.png
EMP Grenade Mk II
Grenade
This grenade discharges powerful electromagnetic pulse on impact, damaging and disabling electronic equipment.
Use: 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.
(AP: 15; Cooldown: 6 turns)
Weight: 0.30
Value: 600
v · d · e
EMP Grenade Mk III.png
EMP Grenade Mk III
Grenade
This grenade discharges powerful electromagnetic pulse on impact, damaging and disabling electronic equipment.
Use: 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.
(AP: 15; Cooldown: 6 turns)
Weight: 0.30
Value: 800
v · d · e

EMP Grenades are special grenades that damage automatons and electronic devices. They do not hurt organic targets unless they have electronic devices such as Shield Emitter equipped, in which case those devices have their batteries drained and the target takes damage based on energy drained.

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.

Crafting

EMP Grenades can be crafted with Blueprint: EMP Grenade.

History

  • 1.0.0.8 - increased damage of Mk.II and Mk.III versions
  • 0.1.14.0 - hostile NPCs may also use EMP grenades against the player
  • 0.1.14.0 - added craftable Mk.II and Mk.III variants
  • 0.1.4.0 - introduced

Other info

Stackable: Yes (10)