EMP grenade
* EMP grenade | |
General | |
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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 $ |
Use Action | EMPBOMB |
As a Melee Weapon | |
Bash Dmg | 8 |
Cut Dmg | 0 |
To Hit | -1 |
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. ”
Notes
- It has a 20% chance to overpower card-readers and thus open doors, however it also has a 40% chance of causing the card-reader to stop working.
- It breaks console terminals.
- Has a one in three chance to disable turrets completely, and a one in six chance to do the same to manhacks.
- Otherwise deals 10d10 (10-100) damage to robots.
- If a robot is still alive after the blast, it has a one in six chance to turn that monster friendly.
- Drains up to 40 power from the player's reserves, if they have bionic battery reserves.
- Empties the charge of all batteries in the blast (this includes any batteries dropped by dying robots!)
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Explosives | |
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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 | |
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