Difference between revisions of "EMP grenades"

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#REDIRECT[[EMP grenade]]
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{{Rewrite|reason=Format standardization}}{{infobox main|weapon|
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| name = EMP grenades
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| image = EMP grenades.png|EMP grenades
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| description = Electromagnetic pulse grenades damaging to electronic equipment.
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| type = Equipment
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| type2 = Weapons
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| class = Modern
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| damage = 50
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| damage type = EMP
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| range = 12.9
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| accuracy = -
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| mode = Single Thrown
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| warmup = 90
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| cooldown = 160
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| missRadius = 1.9
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| burst = 1
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| blastRadius = 3.5
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| DPS = DPS
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| velocity = 12
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| production facility 1 = Machining table
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| research = Microelectronics
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| resource 1 = Steel
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| resource 1 amount = 20
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| resource 2 = Component
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| resource 2 amount = 6
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| marketvalue = 315
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| work to make = 24000
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| mass base = 1
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| weaponTags = GrenadeEMP
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}}
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'''EMP grenades''' are ranged weapons can stun [[mechanoid]]s, [[turret]]s, [[mortar]]s, and deplete [[shield belt]]s, but do not deal physical damage. A target that is stunned shows a mote saying 'STUN'.
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Each blast deals 50 [[EMP|EMP damage]], stunning for 25 seconds.
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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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Using EMP grenades against friendlies counts as an attack even if they aren't hurt.
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== Acquisition ==
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EMP grenades can be crafted at a [[machining table]] after researching [[Research#Microelectronics|Microelectronics]] with {{Required Resources}}s and {{Ticks|{{P|Work To Make}}}} of work.
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They can also be purchased from orbital pirate merchants and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kind:
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{| class="wikitable sortable"
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|-
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! Raider Kind !! Chance !! Average Quality !! Health
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|-
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| EMP Grenadier || 100% || Normal || 70-230%
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|}
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== Usage ==
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EMP grenades need only be crafted once and can then be used as many times as wanted. These grenades are very effective against [[centipede]]s, 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.
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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.
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EMP Grenades are useful against mechanoid clusters if they don't have any proximity activators.
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== Version history ==
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* [[Version/0.6.532|0.6.532]] -  Added.
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* On or before 1.0.2096 - Texture updated.
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<gallery>
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EMP grenades old.png|Old texture 
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</gallery>
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[[Kind::Weapons| ]]
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{{nav|weapon|wide}}
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[[Category:Weapons]]
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[[Category:Equipment]]

Revision as of 22:58, 20 January 2022

EMP grenades

EMP grenades

Electromagnetic pulse grenades damaging to electronic equipment.

Base Stats

Type
EquipmentWeapons
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Modern
Market Value
315 Silver
Mass
1 kg

Ranged Combat

Mode
Single Thrown
Damage
50 dmg (EMP)
Warm-Up
90 ticks (1.5 secs)
Cooldown
160 ticks (2.67 secs)
Range
12.9 tile(s)
Accuracy
-
Velocity
12 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
3.5
DPS
12

Creation

Crafted At
Machining table
Required Research
Microelectronics
Work To Make
24,000 ticks (6.67 mins)
Resources to make
Steel 20 + Component 6
Technical
weaponTags
GrenadeEMP


EMP grenades are ranged weapons can stun mechanoids, turrets, mortars, and deplete shield belts, but do not deal physical damage. A target that is stunned shows a mote saying 'STUN'.

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 (36.67 secs). 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.

Acquisition

EMP grenades can be crafted at a machining table after researching Microelectronics with Steel 20 Steel, Component 6 Componentss and 24,000 ticks (6.67 mins) of work.

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 Grenadier 100% Normal 70-230%

Usage

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.

Version history

  • 0.6.532 - Added.
  • On or before 1.0.2096 - Texture updated.