Difference between revisions of "EMP Grenade"

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{{Inventory info kf2
 
{{Inventory info kf2
 
|Name=EMP Grenade
 
|Name=EMP Grenade
|Desc=
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|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=[[Berserker_(Killing_Floor_2) | Berserker]]
 
|Perk=[[Berserker_(Killing_Floor_2) | Berserker]]
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|Penetration=
 
|Penetration=
 
|Accuracy=
 
|Accuracy=
|AmmoType=grenade
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|AmmoType=Grenade
 
|AmmoCost=40
 
|AmmoCost=40
 
|Capacity=5
 
|Capacity=5
|Magazine=1
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|Magazine=
 
|CanSellBuy=no
 
|CanSellBuy=no
 
|AddOns=
 
|AddOns=
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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 electric pulse that will both damage and may also stun them for a brief time.
 
*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'''
 
'''Strategy'''
 
*Will slow any effected zeds, as well as disable rage and special attacks (e.g. a Siren's scream), for a short time
 
*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.
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*Fleshpounds require two grenades to disable their rage.
 
*Causes no self-damage, can be thrown at one's feet without consequence.
 
*Causes no self-damage, can be thrown at one's feet without consequence.
  
 
{{KF2NavBox}}
 
{{KF2NavBox}}

Revision as of 22:31, 18 July 2015

KF2 Icon.png
KF2 Icon.png
This page is under construction.
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Killing Floor 2 item
EMP Grenade
KF2EMP Grenade.png
"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]]
Cost £
Weight
Can sell/buy no
- -
Weapon Information
Ammo cost (Grenade) £40
Ammo capacity 5
Magazine capacity
Damage 100
Impact damage {{{ImpactDamage}}}
Fuse time {{{Fuse}}}
Radius 600
Head multiplier
Pellets {{{Pellets}}}
Accuracy
Penetration
Fire Rate
Reload time
Healing Information
Heal amount {{{HealAmount}}}
Healing duration {{{HealDuration}}}
Heal charge cost {{{HealChargeCost}}}
Charge regen rate {{{ChargeRegenRate}}}
Misc
Attachments

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.