EMP Grenade: Difference between revisions
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'''Description''' | '''Description''' | ||
The '''EMP Grenade''' is the [[Berserker_(Killing_Floor_2) | Berserker]]'s starting grenade. | The '''EMP Grenade''' is the [[Berserker_(Killing_Floor_2) | Berserker]]'s starting grenade. | ||
*Generates an | *Generates an electric pulse that will both damage and may also stun them for a brief time. | ||
'''Flavor text''' | '''Flavor text''' | ||
*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. | *"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." | ||
'''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 stop their rage. | |||
*Causes no self-damage, can be thrown at one's feet without consequence. | |||
{{KF2NavBox}} | {{KF2NavBox}} |
Revision as of 12:58, 17 July 2015
This page is under construction.
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.
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 | |
General Information | |
Perk | [[ Berserker]] |
Can sell/buy | no |
Weapon Information | |
Ammo cost (grenade) | £40 |
Ammo capacity | 5 |
Magazine capacity | 1 |
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.
Flavor text
- "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."
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 stop their rage.
- Causes no self-damage, can be thrown at one's feet without consequence.