Difference between revisions of "EMP"

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(Redirected page to Damage Types#EMP)
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{{Move|reason=Integrated with [[Damage types]]}}
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#REDIRECT [[Damage Types#EMP]]
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'''EMP''' refers to a specific [[Damage Types|damage type]] and to weapons that inflict that damage type.
 
The weapons include:
 
* [[EMP grenades]]
 
* [[EMP launcher]]
 
* [[EMP shell]]
 
* [[IED EMP trap]]
 
* [[Zeushammer]] {{RoyaltyIcon}}
 
* [[Persona zeushammer]] {{RoyaltyIcon}}
 
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.
 
 
 
When inflicted, EMP damage will stun [[mechanoid]]s and [[turrets]], including [[mortar]]s and both human and mechanoid turrets. Stun duration is directly proportional to the EMP damage inflicted on the target at a ratio of {{ticks|30}} of stun per damage. Most sources do 50 EMP Damage. Zeushammers do 9 EMP damage, and EMP launchers have a base damage of 50 but varying by [[quality]].
 
 
 
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. This time begins ticking down when the stun is applied, and thus the post-stun Adapted duration is {{ticks|{{#expr: 2200-(30*50)}}}} for most sources. Turrets do not become adapted.
 
 
 
{| class="wikitable"
 
|-
 
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration
 
|-
 
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{ticks|{{#expr: 30*9 }} }}  || {{ticks|{{#expr: 2200-(30*9)}}}}
 
|-
 
| 45  || Awful [[quality]] [[EMP launcher]]      || {{ticks|{{#expr: 30*45 }} }}  || {{ticks|{{#expr: 2200-(30*45)}}}}
 
|-
 
| 50  || ''All other sources''                  || {{ticks|{{#expr: 30*50 }} }}  || {{ticks|{{#expr: 2200-(30*50)}}}}
 
|-
 
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{ticks|{{#expr: 30*62.5 }} }} || {{ticks|{{#expr: 2200-(30*62.5)}}}}
 
|-
 
| 75  || Legendary [[quality]] [[EMP launcher]]  || {{ticks|{{#expr: 30*75 }} }}  || {{ticks|0}} <!--{{ticks|{{#expr: 2200-(30*75)}}}} is less than 0 -->
 
|-
 
|}
 
 
 
EMP damage instantly breaks [[shield belt]]s, which will then recharge using their regular mechanics just as if the shield was depleted by regular damage.
 
 
 
Against [[low-shield pack]]s, EMP projectiles either hitting the shield itself or EMP damage done to the burnout low-shield object will disable the shield for 9 seconds, during which time the burnout timer will still count down. Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself.
 
 
 
Additionally [[mech low-shield]]s and [[mech high-shield]]s in [[Mechanoid cluster]] {{RoyaltyIcon}} will be disabled for {{ticks|1080}} when hit with an EMP, including when intercepting an EMP mortar shell.
 
 
 
EMP damage inflicts [[brain shock]] on pawns with the following implants, knocking them unconscious:
 
* [[Learning assistant]] {{RoyaltyIcon}}
 
* [[Neurocalculator]] {{RoyaltyIcon}}
 
* [[Circadian assistant]] {{RoyaltyIcon}}
 
* [[Circadian half-cycler]] {{RoyaltyIcon}}
 
 
 
EMP damage inflicts vomiting on pawns with the following implants:
 
* [[Detoxifier stomach]] {{RoyaltyIcon}}
 
* [[Nuclear stomach]] {{RoyaltyIcon}}
 
* [[Reprocessor stomach]] {{RoyaltyIcon}}
 
 
 
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.
 
 
 
If an EMP attack does more EMP damage to a mortar than the it has remaining HP, the mortar will explode.
 
 
 
[[Category: Game mechanics]]
 
{{Disambiguation}}
 

Latest revision as of 05:19, 30 December 2021

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