Difference between revisions of "EMP"
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* [[Persona zeushammer]] {{RoyaltyIcon}} | * [[Persona zeushammer]] {{RoyaltyIcon}} | ||
Additionally, when destroyed the Defoiliator [[condition causer]] will release a EMP blast with a 9 tile radius. | Additionally, when destroyed the Defoiliator [[condition causer]] will release a EMP blast with a 9 tile radius. | ||
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− | When inflicted, EMP will stun [[mechanoid]]s and turrets, including both human and mechanoid variants, for 25s. After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for {{ticks|2200}}. Turrets do not become adapted. | + | Zeushammers do 9 EMP damage, while all other sources do 50. This shortens stun duration. |
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+ | When inflicted, EMP will stun [[mechanoid]]s and turrets, including both human and mechanoid variants as well as [[mortar]]s, for 25s (4.5s for Zeushammers)). After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for {{ticks|2200}}. Turrets do not become adapted. It is currently unclear if zeushammers cause a shorter "adapted" time to match their shorter stun time. | ||
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EMP damage instantly disables [[shield belt]]s and [[broadshield pack]]s. | EMP damage instantly disables [[shield belt]]s and [[broadshield pack]]s. | ||
Additionally mech low-shields and mech high-shields in [[Mechanoid cluster]] {{RoyaltyIcon}} will be disabled for {{ticks|1080}} when hit with an EMP, including when intercepting an EMP mortar shell. | Additionally mech low-shields and mech high-shields in [[Mechanoid cluster]] {{RoyaltyIcon}} will be disabled for {{ticks|1080}} when hit with an EMP, including when intercepting an EMP mortar shell. | ||
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Using EMP attacks against friendlies counts as an attack, even if they aren't hurt. | Using EMP attacks against friendlies counts as an attack, even if they aren't hurt. | ||
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+ | If an EMP attack is used against a mortar when it it low health (it is known that 25% health will cause the effect but the exact range is unknown), it will cause it to explode. | ||
[[Category: Game mechanics]] | [[Category: Game mechanics]] | ||
{{Disambiguation}} | {{Disambiguation}} |
Revision as of 13:42, 4 February 2021
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EMP refers to a specific damage type and to weapons that inflict that damage type. The weapons include:
Additionally, when destroyed the Defoiliator condition causer will release a EMP blast with a 9 tile radius.
Zeushammers do 9 EMP damage, while all other sources do 50. This shortens stun duration.
When inflicted, EMP will stun mechanoids and turrets, including both human and mechanoid variants as well as mortars, for 25s (4.5s for Zeushammers)). After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs). Turrets do not become adapted. It is currently unclear if zeushammers cause a shorter "adapted" time to match their shorter stun time.
EMP damage instantly disables shield belts and broadshield packs. Additionally mech low-shields and mech high-shields in Mechanoid cluster will be disabled for 1,080 ticks (18 secs) 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 unconcious:
EMP damage inflicts vomiting on pawns with the following implants:
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.
If an EMP attack is used against a mortar when it it low health (it is known that 25% health will cause the effect but the exact range is unknown), it will cause it to explode.