EMP Grenade: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
mNo edit summary |
||
Line 4: | Line 4: | ||
|Desc="If you want more detail - on detonation,<br />it gererates a nanosecond electro-magnetic pulse<br />that will disrupt electrical systems within a short range.<br />Particularly those within the Zeds. Handy, that." | |Desc="If you want more detail - on detonation,<br />it gererates a nanosecond electro-magnetic pulse<br />that will disrupt electrical systems within a short range.<br />Particularly those within the Zeds. Handy, that." | ||
|Image=KF2EMP Grenade.png | |Image=KF2EMP Grenade.png | ||
|Perk= | |Perk=Berserker (Killing Floor 2) | ||
|Damage=100 | |Damage=100 | ||
|Radius=600 | |Radius=600 |
Revision as of 22:33, 18 July 2015
![](/TWIimages/thumb/7/7a/KF2_Icon.png/64px-KF2_Icon.png)
![](/TWIimages/thumb/7/7a/KF2_Icon.png/64px-KF2_Icon.png)
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.
Killing Floor 2 item | |
EMP Grenade | |
![]() | |
"If you want more detail - on detonation, it gererates a nanosecond electro-magnetic pulse that will disrupt electrical systems within a short range. Particularly those within the Zeds. Handy, that." | |
General Information | |
Perk | Berserker (Killing Floor 2) |
Can sell/buy | no |
Weapon Information | |
Ammo cost (Grenade) | £40 |
Ammo capacity | 5 |
Damage | 100 |
Radius | 600 |
Description The EMP Grenade is the Berserker's starting grenade.
- Generates an electric pulse that will both damage and may also stun them for a brief time.
Strategy
- Will slow any effected zeds, as well as disable rage and special attacks (e.g. a Siren's scream), for a short time
- Fleshpounds require two grenades to disable their rage.
- Causes no self-damage, can be thrown at one's feet without consequence.