EMP Grenade: Difference between revisions

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|Desc=
|Desc=
|Image=KF2EMP Grenade.png
|Image=KF2EMP Grenade.png
|Perk=Berserker
|Perk=[[Berserker(Killing_Floor_2) | Berserker]]
|Damage=100
|Damage=100
|Radius=600
|Radius=600

Revision as of 07:32, 28 April 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.
Killing Floor 2 item
EMP Grenade
'
General Information
Perk [[ Berserker]]
Cost £
Weight
Can sell/buy no
- -
Weapon Information
Ammo cost (grenade) £40
Ammo capacity 5
Magazine capacity 1
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 electricpulse 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.

Extra

They do relatively low damage in comparison to the other class grenades. However, they have a stasis effect similar to Killing Floor 1's ZED Gun stasis. The EMP grenade not only slows zeds that are put into stasis, which has the unique capability to cancel a zed's rage and block it from starting for the duration of the stasis. More on that here.