EMP Grenade
Electromagnetic pulse grenade: a capacitor-discharge device that pumps a shaped EM spike through an 8m radius burst.
Rules Reference
| Field | Value |
|---|---|
| Category | gear-utility |
| Damage / Dice | special |
| Damage / Radius | 8m radius burst |
| Damage / Vs Kadiss | Kadiss implants are unaffected (shielded by design) |
| Damage / Vs Shields | energy shields are suppressed for 2d4 rounds; no save |
| Damage / Vs Synthetics | synthetic characters take 4d6 electrical damage (Fortitude DC 16 half) and are stunned 1 round on a failed save |
| Damage / Vs Vehicles | vehicle engines stall for 1d4 rounds on a failed save; restart requires a standard action and a DC 14 Mechanics check |
| Gear Type | explosive |
| Kadiss Signature | restricted |
| Rek Cost | 120 |
| Slots | 1 |
| Trigger Action | standard |
| Weight | 1 |
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