EMP Grenade: Difference between revisions

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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."
|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)
|Damage=100
|Damage=100
|Radius=600
|Radius=600

Revision as of 22:33, 18 July 2015

This page is under construction.
The contents are not final and information may be incorrect or temporary.
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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)
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.