Electromagnetic Pulse
Electromagnetic Pulse
Category
|
Physical |
|---|---|
Cost
|
2 |
ID?Use this ID to wish for the mutation
(example: mutation:ElectromagneticPulse) |
ElectromagneticPulse |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
| Mutation Level | Duration | Area (Radius) |
|---|---|---|
| 1 | 6-15 rounds | 5x5 (2) |
| 2 | 8-17 rounds | 5x5 (2) |
| 3 | 10-19 rounds | 5x5 (2) |
| 4 | 12-21 rounds | 5x5 (2) |
| 5 | 14-23 rounds | 11x11 (5) |
| 6 | 16-25 rounds | 11x11 (5) |
| 7 | 18-27 rounds | 11x11 (5) |
| 8 | 20-29 rounds | 11x11 (5) |
| 9 | 22-31 rounds | 19x19 (9) |
| 10 | 24-33 rounds | 19x19 (9) |
Advantages & Disadvatages
This section is opinion-based. Your mileage may vary.
Advantages
- Can disable robots for a good amount of time at higher levels, allowing its users an easy escape or free hits.
- Will not affect artifacts carried or worn by its user.
- Has a fairly large radius at higher levels, allowing its users to affect large numbers of enemies at a time.
- Has a fairly low cost at character generation.
Disadvantages
- Has no effect against organic enemies not using artifacts, making it less useful in the early game.
- An
EMP grenade mk I or its mk II and mk III variants can achieve a similar effect.