EMP grenade: Difference between revisions

From The Cataclysm: Dark Days Ahead Wiki
Jump to navigation Jump to search
((BOT) Updating page content from 0.8 (Romero) game data.)
No edit summary
Line 19: Line 19:
}}
}}


Use this item to pull the pin, turning it into an active EMP grenade. You will then have three turns before it detonates, creating an EMP field which damages robots and drains bionic energy. {{hint|It has a 12% chance to overpower card-readers and thus open doors.}}
Inactive: {{quote|Use this item to pull the pin, turning it into an active EMP grenade. You will then have three turns before it detonates, creating an EMP field which damages robots and drains bionic energy.}}
 
Active: {{quote|This EMP grenade is active, and will shortly detonate, creating a large EMP field that damages robots and drains bionic energy.}}
 
It has a 12% chance to overpower card-readers and thus open doors.


{{Craft
{{Craft

Revision as of 12:55, 18 September 2013

* EMP grenade
General
Materials steel / plastic
Volume 0.25 liters
Weight 0.882 lbs or 400 g
As a Tool
Ammo (start/max) (0 / 0)
Duration 0 turns
Other
Price 6 $
As a Melee Weapon
Bash Dmg 8
Cut Dmg 0
To Hit -1
 A tool. 



Inactive:

 Use this item to pull the pin, turning it into an active EMP grenade. You will then have three turns before it detonates, creating an EMP field which damages robots and drains bionic energy. 

Active:

 This EMP grenade is active, and will shortly detonate, creating a large EMP field that damages robots and drains bionic energy. 

It has a 12% chance to overpower card-readers and thus open doors.

Explosives
Pipe bomb · Grenade · Flashbang · EMP grenade · Scrambler grenade · Teargas canister · Smoke bomb · Molotov cocktail · Acid bomb · Dynamite · Pack of firecrackers · Firecracker · Mininuke · C4-Explosive · Radio dynamite · Radio pipe bomb · RDX charge · RDX sand bomb
Template · Talk · [Edit]