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:[1]

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)

Tips

This section is opinion-based. Your mileage may vary.

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 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