EMP grenade: Difference between revisions

14 bytes added ,  22:31, 20 December 2021
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| {{dice tooltip|3d2+6}}
| {{dice tooltip|3d2+6}}
|}<ref><code>EMPgrenade2</code></ref>
|}<ref><code>EMPgrenade2</code></ref>
== Tips ==
== Tips ==
{{Opinion}}
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 Generation]]. 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.
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 Generation]]. 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
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| displaychar = {{qud char|&amp;c|δ}}
| displaychar = {{qud char|&amp;c|δ}}
}}
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{{references|2.0.202.92}}
{{references|2.0.202.92}}
[[Category:Grenades]]
[[Category:Grenades]]