EMP grenade: Difference between revisions

158 bytes added ,  22:18, 20 December 2021
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Cleared up awkward grammar, wording seemingly remaining from before the pages were combined, and added a note on the risks of using higher-tier versions
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m (Cleared up awkward grammar, wording seemingly remaining from before the pages were combined, and added a note on the risks of using higher-tier versions)
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|}<ref><code>EMPgrenade2</code></ref>
|}<ref><code>EMPgrenade2</code></ref>
== 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}}