The EMP Grenade is a special weapon that fires in a high arc, creating a pulse on impact that causes no direct damage but will temporarily stun enemy vehicles in the blast radius, halting movement and disabling shields for 6 seconds.
Launches a small yield EMP warhead at low velocity in a high arc. Detonation temporarily disables shielding and drive mechanisms of all vehicles in the blast zone. Anti-grav units with overloaded drives are known to plummet into the ground and nearby friendlies, and radio communications are also rendered inert for a duration.
Particularly effective when used in tandem with artillery or high hull impact munitions.
Notes & Strategy
- The pulse will interrupt a Spotter in the process of raising the alarm.
- A well-placed launch can disable multiple combatants at a time and leave them vulnerable to weapons fire.
- As with all special weapons, the EMP Grenade does not consume ammo, but has a cooldown between uses.
|Small||Carlos • Donkey • Bonesaw • Lockdown • Faker • Pinch • Temblor • Black Hand|
|Turret||Confessor • Parliament • Mãe Dois • Crambo • Scimitar • Gutterball • Disco • Bully|
|Auxiliary||Preacher • Jericho • Belter • Stutter • Metronome • Chuffer • Broiler • Galinha|
|Main||Abbot • Archie • Duchess • Banshee • Balão • Pitbull • Thunderclap • Zeus|
|Heavy||Bishop • 88 • König • Kraken • Harvester • Ploughman • Otomo • Chieftain|
|Special||Smoke Projector • EMP Grenade • Active Camouflage • Audio-Kinetic Pulse|