EMP launcher

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EMP launcher

EMP launcher

A wide-barreled EMP shell launcher. The shell will upon impact release a burst of electromagnetic energy, stunning mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area of effect.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
505 Silver
Mass
3.4 kg

Ranged Combat

Mode
Single-Shot
Damage
50 dmg (EMP)
Armor penetration
0%
Warm-Up
210 ticks (3.5 secs)
Cooldown
210 ticks (3.5 secs)
Range
23.9 tile(s)
Velocity
40 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
1.1
DPS
7.14

Melee Combat

Melee Attack 1
Stock
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Microelectronics
Skill Required
Crafting 4
Work To Make
30,000 ticks (8.33 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 75 + Component 8
Technical
Has Quality
True
weaponTags
Gun, GrenadeEMP
tradeTags
WeaponRanged


The EMP launcher is a ranged weapon that fires EMP bolts that explode on impact, creating a small EMP pulse that downs shields, and stuns mechanoids, mortars and turrets.

Acquisition[edit]

EMP launchers can be crafted at a machining table once the microelectronics research project has been completed. Each requires Steel 75 Steel, Component 8 Components, 30,000 ticks (8.33 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.

EMP launchers can also be purchased from orbital pirate merchants and orbital combat suppliers or outlander faction bases.

Summary[edit]

EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle. For players, it is the 2nd slowest non-consumable weapon, tied with the other launchers and only faster than the pila. It also has a forced miss radius, meaning colonist health or shooting skill doesn't matter, and careful shooter is purely a detriment.

EMP damage does not deal physical damage. Instead, it stuns turrets, mechanoids, and mortars; more damage means a longer stun time. A normal quality EMP launcher deals 50 EMP damage, for a stun of 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 the duration is not extended by stunning an already adapted mechanoid. EMP also disables shield belts, causes brain shock on humanoids with brain implants, and vomiting on those with certain stomach implants.

Launchers are fired like any other ranged weapon, so won't fire over walls. A circular zone will generate to indicate line of fire, then another 3x3 indicator with a circular center will become the aiming spot. Unless a wall is in the way, the blast will be within 1 tile of the intended target.

Unlike EMP grenades, the launcher has quality, which affects stun time and range.

Analysis[edit]

EMP weapons in general are always useful for taking out mechanoids and other defense structures. The small blast radius is a detriment; because it's smaller than the miss radius, it cannot reliably hit a specific tile or target. The launcher also has a very large warmup/cooldown, making it less useful on mobile targets like scythers.

Comparison to EMP grenades[edit]

The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality.

The increased range seems like a major benefit, but is less practical than it seems. Most mechanoids (all mechanoids without the Biotech DLCContent added by the Biotech DLC) will outrange the launcher. Range may be useful depending on the terrain and cover layout, and also helps when shutting down low shield packsContent added by the Royalty DLC or mechanoid shieldsContent added by the Royalty DLC.

Meanwhile, EMP grenades are fired much faster, giving combat flexibility and making it easier to aim at mobile targets. The larger blast radius means that they can hit more targets, and are simply more accurate, able to always hit a specific tile.

Unlike grenades, launchers are affected by quality; Masterwork and Legendary launchers see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that mechanoid adaptation ends before the stun, making it technically possible to 100% stun lock them. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers.

Overall, excellent or lower EMP launchers see a lot less practical use than EMP grenades, relegated to tasks where range is very helpful (against certain Biotech mechanoids, when there's cover, or fighting against low-shield packs). Even legendary launchers are niche, due to the decreased blast radius.

Source Damage Stun Duration Post-Stun Adaption Duration Ideal Stun Uptime
Awful EMP launcher 45 1,350 ticks (22.5 secs) 850 ticks (14.17 secs) 61.36%
EMP Grenades, Poor/Norm/Good/Exc EMP launcher 50 1,500 ticks (25 secs) 700 ticks (11.67 secs) 68.18%
Masterwork EMP launcher 62.5 1,875 ticks (31.25 secs) 325 ticks (5.42 secs) 85.23%
Legendary EMP launcher 75 2,250 ticks (37.5 secs) ticks (0 secs) (-50 ticks (-0.83 secs)) 100%

Attack table

Ranged

  • EMP launcher EMP launcher DPS
    (Optimal)
    Market
    value
    Quality Dam. AP
    Awful 45 0% 6.43 250 Silver
    Poor 50 0% 7.14 380 Silver
    Normal 50 0% 7.14 505 Silver
    Good 50 0% 7.14 630 Silver
    Excellent 50 0% 7.14 755 Silver
    Masterwork 62.5 0% 8.93 1260 Silver
    Legendary 75 0% 10.71 2525 Silver

    For the full effects of qualities, see Quality.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • EMP launcher EMP launcher Stock (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 250 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 380 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 505 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 630 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 755 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 1260 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 2525 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]

    • 1.1.0 - Added
    • 1.2.2753 - Projectiles are now rendered with a visual arc and ground shadow.