EMP shell

From RimWorld Wiki
Revision as of 15:05, 7 January 2024 by Ickputzdirwech (talk | contribs)
Jump to navigation Jump to search

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"MortarShells" is not in the list (Armor, Art, Artifact, BasicClothing, Clothing, ExoticMisc, ImplantEmpireCommon, ImplantEmpireRoyal, MortarShell, PsychicApparel, ...) of allowed values for the "TradeTags" property.
tradeTags
MortarShells


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

Acquisition

EMP shells can be crafted at a Machining table once the Microelectronics research project has been completed. They require Steel 15 Steel, Component 2 Components, 800 ticks (13.33 secs) of work, 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

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

    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

    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

    Version history

    • 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.