Data:EMP grenade mk I: Difference between revisions

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(Updated by egocarib with game version 2.0.201.114 using QBE v1.0rc2)
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{{Missing info|How big is the EMP effect? How strong?}}


A {{name}} is a [[:Category:Thrown Weapons|thrown weapon]] which, when thrown, causes an [[EMP]] in the area where it lands, disabling [[EMP sensitive]] objects and creatures.


They are the weakest of the three EMP grenades.
A {{name}} is a [[:Category:Thrown Weapons|thrown weapon]] which, when thrown, causes an EMP in the area where it lands, disabling [[EMP sensitive]] objects and creatures.
 
They are the weakest of the three EMP grenades, with a radius of only two tiles, and applies [[Pulsed]] to sensitive targets with a duration of 5 or 6 turns(1d2+4). This makes them preferable to characters without skills in throwing, as they are least likely to accidentally EMP themselves using the grenade, and risk turning off their own artifacts and implants alongside potentially triggering [[Electrical Discharge]]. However, their short duration makes any opening they create extremely short lived, and most cases it is better to forego {{name}} for the mk2 or mk3 grenades, which last a few turns longer, and have more range.


==See Also==
==See Also==

Revision as of 09:59, 13 September 2021

EMP grenade mk I
5
PV (thrown)
♥
1
Damage (thrown)
average: 1
$
20.00
Commerce Value
1
lb.
Weight
Complexity

1

Tier

1

<00>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker I

Character

δ

ID?Use this ID to Wish for the item

EMPGrenade1

Spawns in

Grenades

Extra Info:
EMP grenade mk I

A surprisingly heavy, egg-shaped, translucent grenade.

Perfect


A EMP grenade mk I is a thrown weapon which, when thrown, causes an EMP in the area where it lands, disabling EMP sensitive objects and creatures.

They are the weakest of the three EMP grenades, with a radius of only two tiles, and applies Pulsed to sensitive targets with a duration of 5 or 6 turns(1d2+4). This makes them preferable to characters without skills in throwing, as they are least likely to accidentally EMP themselves using the grenade, and risk turning off their own artifacts and implants alongside potentially triggering Electrical Discharge. However, their short duration makes any opening they create extremely short lived, and most cases it is better to forego EMP grenade mk I for the mk2 or mk3 grenades, which last a few turns longer, and have more range.

See Also