EMP grenade: Difference between revisions

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== Tips ==
== Tips ==
Ideally characters with throwing skills use them, 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.
Ideally used by characters with throwing skills, as they are least likely to accidentally EMP themselves using the grenade, and thus risk turning off their own artifacts and implants alongside potentially triggering [[Electrical Discharge]]. Even so, the short duration makes any opening they create extremely short lived, and most cases it is better to forego the mk 1 {{name}} for mk 2 or mk 3 grenades, which last a few turns longer, and have more range, although this also increases the risk of EMP-ing oneself if attempting to disable a nearby enemy or when throwing the grenade down a tight corridor.
{{favilink store cosmetic
{{favilink store cosmetic
| displayname ={{qud shader|B|EMP}} {{qud shader|y|grenade}}
| displayname ={{qud shader|B|EMP}} {{qud shader|y|grenade}}

Revision as of 22:18, 20 December 2021

$20

<00>

Tier

1

Complexity

1

Tinker Tier

Tinker I

EMP grenade

A cast iron bulb is clamped by a lever with a pull ring. It's etched with a zigzag.

Perfect

$20

<001>

Tier

3

Complexity

1

Tinker Tier

Tinker I

$20

<002>

Tier

5

Complexity

1

Tinker Tier

Tinker I


A EMP grenade is a thrown weapon which, when thrown, causes an EMP in the area where it lands, disabling EMP sensitive objects and creatures. When detonated, it applies Pulsed to sensitive targets with a radius and duration depending on mark number.

Grenade Radius Turns Effective
EMP grenade mk I 2 1d2+45-6 (Avg: 5.5)
EMP grenade mk II 4 2d2+57-9 (Avg: 8)
EMP grenade mk III 6 3d2+69-12 (Avg: 10.5)

[1]

Tips

Ideally used by characters with throwing skills, as they are least likely to accidentally EMP themselves using the grenade, and thus risk turning off their own artifacts and implants alongside potentially triggering Electrical Discharge. Even so, the short duration makes any opening they create extremely short lived, and most cases it is better to forego the mk 1 EMP grenade for mk 2 or mk 3 grenades, which last a few turns longer, and have more range, although this also increases the risk of EMP-ing oneself if attempting to disable a nearby enemy or when throwing the grenade down a tight corridor.

References

This information is reliable as of patch 2.0.202.92.
  1. EMPgrenade2