EMP Grenade

Electromagnetic pulse grenade: a capacitor-discharge device that pumps a shaped EM spike through an 8m radius burst.

Rules Reference

FieldValue
Categorygear-utility
Damage / Dicespecial
Damage / Radius8m radius burst
Damage / Vs KadissKadiss implants are unaffected (shielded by design)
Damage / Vs Shieldsenergy shields are suppressed for 2d4 rounds; no save
Damage / Vs Syntheticssynthetic characters take 4d6 electrical damage (Fortitude DC 16 half) and are stunned 1 round on a failed save
Damage / Vs Vehiclesvehicle engines stall for 1d4 rounds on a failed save; restart requires a standard action and a DC 14 Mechanics check
Gear Typeexplosive
Kadiss Signaturerestricted
Rek Cost120
Slots1
Trigger Actionstandard
Weight1

Notes

Damage / Effect: all powered electronics and cybernetics within radius must make a DC 16 Fortitude save (devices use their hardness as save bonus) or be disabled for 1d6 rounds