Difference between revisions of "EMP Mine"
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'''EMP Mines''' are traps that function just like their grenade counterparts, [[EMP Grenade]]s. They are excellent against automatons and characters using electronic devices. | '''EMP Mines''' are traps that function just like their grenade counterparts, [[EMP Grenade]]s. They are excellent against automatons and characters using electronic devices. | ||
− | They deal '''30-45''' (Mk I), ''' | + | 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 == | == Crafting == | ||
EMP Mines can be crafted with [[Blueprint: EMP Mine]]. | EMP Mines can be crafted with [[Blueprint: EMP Mine]]. | ||
+ | |||
+ | == History == | ||
+ | * [[1.0.0.8]] - increased damage of Mk.II and Mk.III versions | ||
+ | * [[0.1.14.0]] - added craftable Mk.II and Mk.III variants | ||
+ | * [[0.1.5.0]] - introduced | ||
== Other info == | == Other info == | ||
− | Stackable: Yes ( | + | Stackable: Yes (99) |
Revision as of 16:08, 22 January 2016
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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), 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 Mines can be crafted with Blueprint: EMP Mine.
History
- 1.0.0.8 - increased damage of Mk.II and Mk.III versions
- 0.1.14.0 - added craftable Mk.II and Mk.III variants
- 0.1.5.0 - introduced
Other info
Stackable: Yes (99)
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