EMP grenade

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$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 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 EMP grenade for the mk2 or mk3 grenades, which last a few turns longer, and have more range.

References

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