Difference between revisions of "EMP"
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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. | 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 the burnout low-shield object will disable the shield for 9 seconds, during which time the burnout timer will still count down. | + | 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. | 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. |
Revision as of 05:07, 30 December 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 Defoliator condition causer will release a EMP blast with a 9 tile radius.
When inflicted, EMP damage will stun mechanoids and turrets, including mortars and both human and mechanoid turrets. Stun duration is directly proportional to the EMP damage inflicted on the target at a ratio of 30 ticks (0.5 secs) 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 2,200 ticks (36.67 secs). 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 700 ticks (11.67 secs) for most sources. Turrets do not become adapted.
Damage | Sources | Stun Duration | Post-Stun Adaption Duration |
---|---|---|---|
9 | Zeushammer, Persona zeushammer | 270 ticks (4.5 secs) | 1,930 ticks (32.17 secs) |
45 | Awful quality EMP launcher | 1,350 ticks (22.5 secs) | 850 ticks (14.17 secs) |
50 | All other sources | 1,500 ticks (25 secs) | 700 ticks (11.67 secs) |
62.5 | Masterwork quality EMP launcher | 1,875 ticks (31.25 secs) | 325 ticks (5.42 secs) |
75 | Legendary quality EMP launcher | 2,250 ticks (37.5 secs) | 0 ticks (0 secs) |
EMP damage instantly breaks shield belts, which will then recharge using their regular mechanics just as if the shield was depleted by regular damage.
Against low-shield packs, 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-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 unconscious:
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 does more EMP damage to a mortar than the it has remaining HP, the mortar will explode.