Difference between revisions of "EMP grenades"

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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.
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== Version history ==
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* [[Version/0.6.532|0.6.532]] -  Added.
  
 
[[Kind::Weapons| ]]
 
[[Kind::Weapons| ]]

Revision as of 00:50, 21 November 2020

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

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


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 75 steel, 8 components 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 are very effective against centipedes. Their slow move speed and large size make them easy targets. They 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