Difference between revisions of "EMP shell"

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m (Icon to full stack to reflect in-game appearance (Stockpile Thing Categories, etc))
 
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{{Image wanted|reason=Images of fired AoE and one of stack AoE (1 shell and full stack designated by color) in a style similar to [[:File:Skip shield radius.jpg]]}}
 
{{Image wanted|reason=Images of fired AoE and one of stack AoE (1 shell and full stack designated by color) in a style similar to [[:File:Skip shield radius.jpg]]}}
{{infobox main|resource
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{{Infobox main|resource
 
| name = EMP shell
 
| name = EMP shell
| image = EMP shell.png
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| image = Shell emp c.png
 
| description = A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged.
 
| description = A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged.
| type = Crafted Resources
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| type = Crafted resources
 
| type2 = Mortar shell
 
| type2 = Mortar shell
 
| tech level = Industrial
 
| tech level = Industrial
| path cost = 15
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| path cost = 14
 
| stack limit = 25
 
| stack limit = 25
 
| beauty =  
 
| beauty =  
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| defName = Shell_EMP
 
| defName = Shell_EMP
 
| thingCategories = MortarShells
 
| thingCategories = MortarShells
| tradeTags = MortarShells
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| tradeTags = MortarShell
 
| page verified for version = 1.3.3066
 
| page verified for version = 1.3.3066
 
}}
 
}}
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== Acquisition ==
 
== Acquisition ==
EMP shells are made using 15 [[steel]] and 2 [[component]]s at a [[machining table]] and requires [[Research#Microelectronics|Microelectronics]] to be researched. Requires a [[Skills#Crafting|Crafting skill]] of at least 4. The steel cost is increased to 25 if the [[AI_Storytellers#Player_tools|Classic Mortars]] difficulty option is enabled.
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{{Acquisition}} The steel cost is increased to 25 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled.
  
 
They can also be purchased from [[traders]].
 
They can also be purchased from [[traders]].
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 +
== Usage ==
 +
{{Ingredient List|noCollapse=true}}
  
 
== Summary ==
 
== Summary ==
When fired from a mortar, {{lc:{{P|Name}}}}s deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, stunning [[mechanoid]]s, turrets and other mortars for 25 seconds, and instantly but temporarily downing [[shield belt]]s, [[low-shield pack]]s {{RoyaltyIcon}}, mech low shields and mech high shields.
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When fired from a mortar, {{lc:{{P|Name}}}}s deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, stunning [[mechanoid]]s, turrets and other mortars for 25 seconds, and instantly but temporarily downing [[shield belt]]s, [[low-shield pack]]s {{RoyaltyIcon}}, [[mech low-shield]]s{{RoyaltyIcon}}, and [[mech high-shield]]s{{RoyaltyIcon}}.
  
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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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.
  
When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, dealing 50 [[Damage Type#EMP|EMP]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 11.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.
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When damaged beyond 70% of its health, it will explode after between {{Ticks|30}} and {{Ticks|60}}, dealing 50 [[Damage Type#EMP|EMP]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 11.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.
  
 
They are also used in the construction of [[IED EMP trap]]s.
 
They are also used in the construction of [[IED EMP trap]]s.
  
 
== Analysis ==
 
== Analysis ==
It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Because of this, it finds really good value even though it deals no physical damage whatsoever.
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It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Its blast radius is much larger than regular [[high-explosive shell]]s, so only a few shells are required per barrage. Because of this, it finds good value even though it deals no physical damage whatsoever. Given that, as well as its combat effectiveness, it is a very cost-efficient choice - despite requiring components to make.
  
Due to its large blast radius, only a few shells are usually required for each barrage to hit all enemies. Given that, as well as its combat effectiveness, it is a very cost-efficient choice, despite requiring components to make.
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EMP shells are required to down [[mech high-shield]]s{{RoyaltyIcon}} from a distance, so that other mortars can fire. The shield stun isn't enough for the same mortar to fire an EMP shell, then fire a mortar shell. Therefore, 2 (or more) separate mortars must be used together, with the EMP shell firing slightly before the others.
  
 
The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.
 
The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.
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* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.
 
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.
  
{{nav|security|wide}}
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{{Nav|security|wide}}
 
[[Category: Mortar shells]]
 
[[Category: Mortar shells]]

Latest revision as of 23:53, 28 September 2024

EMP shell

EMP shell

A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged.

Base Stats

Type
Crafted resourcesMortar shell
Tech Level
Industrial
Market Value
55 Silver
Stack Limit
25
Mass
1.25 kg
HP
60
Deterioration Rate
1.5
Flammability
100%
Path Cost
14 (48%)

Ranged Combat

Damage
50 dmg (EMP)
Velocity
41 (m/s)
Blast Radius
8.9

Creation

Crafted At
Machining table
Required Research
Microelectronics
Skill Required
Crafting 4
Work To Make
800 ticks (13.33 secs)
Resources to make
Steel 15 + Component 2
Technical
defName
Shell_EMP
thingCategories
MortarShells
tradeTags
MortarShell


The EMP shell is a type of mortar shell that upon exploding, releases an EMP burst.

Acquisition[edit]

EMP shells can be crafted at a machining table once the microelectronics research project has been completed. Each requires Steel 15 Steel, Component 2 Components, 800 ticks (13.33 secs) of work modified by the general labor speed of the crafter, and a crafting skill of 4. The steel cost is increased to 25 if the Classic Mortars difficulty option is enabled.

They can also be purchased from traders.

Usage[edit]

  • Product Ingredients Type [ExpandCollapse]
    IED EMP trap IED EMP trap EMP shell 2 Building - Security
  • Summary[edit]

    When fired from a mortar, emp shells deal 50 EMP damage in a 8.9 tile radius, stunning mechanoids, turrets and other mortars for 25 seconds, and instantly but temporarily downing shield belts, low-shield packs Content added by the Royalty DLC, mech low-shieldsContent added by the Royalty DLC, and mech high-shieldsContent added by the Royalty DLC.

    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.

    When damaged beyond 70% of its health, it will explode after between 30 ticks (0.5 secs) and 60 ticks (1 sec), dealing 50 EMP damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of 15 tiles at a full stack of 25.

    They are also used in the construction of IED EMP traps.

    Analysis[edit]

    It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Its blast radius is much larger than regular high-explosive shells, so only a few shells are required per barrage. Because of this, it finds good value even though it deals no physical damage whatsoever. Given that, as well as its combat effectiveness, it is a very cost-efficient choice - despite requiring components to make.

    EMP shells are required to down mech high-shieldsContent added by the Royalty DLC from a distance, so that other mortars can fire. The shield stun isn't enough for the same mortar to fire an EMP shell, then fire a mortar shell. Therefore, 2 (or more) separate mortars must be used together, with the EMP shell firing slightly before the others.

    The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.

    Gallery[edit]

    Version history[edit]

    • 1.1 - crafting cost was increased (20 --> 25 steel, 1 --> 2 components).
    • 1.3.3066 - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.