Difference between revisions of "EMP grenades"
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== Usage == | == Usage == | ||
− | EMP grenades need only be crafted once and can then be used as many times as wanted. | + | EMP grenades need only be crafted once and can then be used as many times as wanted. |
+ | |||
+ | The actual [[shooting]] skill is not relevant to throwing any grenade. The [[trigger-happy]] trait is beneficial to any grenadier, since precise "aiming" is not required, and simply throwing them faster is a good thing. Correspondingly, [[careful shooter]] is not desirable. | ||
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. | 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. | + | EMP Grenades are useful against mechanoid clusters if they don't have any proximity activators. 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. |
+ | |||
+ | * See also: [[Frag_grenades#Usage|Frag grenades/Usage]] | ||
== Version history == | == Version history == |
Revision as of 18:04, 20 January 2022
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EMP grenades
Electromagnetic pulse grenades damaging to electronic equipment.
Base Stats
-
"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
- 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
- Required Research
- Microelectronics
- Work To Make
- 24,000 ticks (6.67 mins)
- 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 20 Steel, 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.
The actual shooting skill is not relevant to throwing any grenade. The trigger-happy trait is beneficial to any grenadier, since precise "aiming" is not required, and simply throwing them faster is a good thing. Correspondingly, careful shooter is not desirable.
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. 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.
- See also: Frag grenades/Usage
Version history
- 0.6.532 - Added.
- On or before 1.0.2096 - Texture updated.