Timed EMP Grenade

The  is a grenade available to the Infiltrator. It is unlocked using Certification Points.

When thrown, timed EMP grenades begin a 3 second fuse, and bounce off any surfaces they contact, releasing an electro-magnetic pulse that penetrates through walls, affecting all infantry and deployables within 10 meters.

Timed EMP grenades affect all eligible targets within range regardless of allegiance, and will affect targets even through hard cover, although at reduced effect against infantry.

Aside from their three second fuse, these grenades are functionally identical to the standard EMP Grenade.

To throw a grenade, press the Use Grenade hotkey ( by default). You will throw it using your right arm after a short animation.

Effects
Upon detonating, timed EMP grenades release a large blue-white electromagnetic pulse within a 15 meter radius, penetrating all cover and affecting all targets in range. The exact effect is dependent on the target.

Infantry
Infantry hit by the pulse will have their shielding immediately set to zero. This effect will always occur at full strength on any targets within range, regardless of the presence of cover, and affects targets regardless of the strength of their shielding, even if modifiers such as the Bionics implant or Auxiliary Shield utility slot item are in use.

If the victim is directly hit by the blast, with no cover between them and the detonation, the pulse deals exactly 1 damage to the player thus forcing them to incur their full shield recharge delay before their shields begin to recharge. If cover is present, this damage is not applied and thus players who have not recently received damage from other sources will immediately begin to recharge their shielding.



Those hit directly by the blast will also have their screen scrambled, blurring their entire screen and obfuscating information provided on the HUD, although the effect does not remove or otherwise affect the target's Head-Up Display as a Flash Grenade would. This effect stacks if the target is directly stricken by multiple pulses.

The scrambling effect can be purged early by a cleansing effect.

Deployables
Deployables do not received reduced effects from pulses that travel through cover.

The exact effect an electromagnetic pulse has on a deployable depends on the specific deployable.

The Engineer's turrets—the Anti-Infantry MANA Turret, Anti-Vehicle MANA Turret, and Spitfire Auto-Turret—will be disabled temporarily. Spitfire Auto-Turrets will simply not function for the duration of the effect, whereas the mounted turrets will have their heat immediately maximized, preventing the weapon from firing, although the turret's shield remains and it can still be mounted.

Ammunition Packages, Motion Spotters, Shield Recharging Field, and Spawn Beacons are immediately destroyed if a timed EMP grenade detonates within range.

Deployable explosives, such as C-4 and any Anti-Personnel Explosives, will immediately detonate if affected by an electromagnetic pulse. Any kills scored by an explosive detonated via this method will be awarded to the player that threw the timed EMP grenade. Unlike other deployables, explosives deployed by friendlies will not be affected by the pulse.

History

 * March 18, 2022 Update (PTS)
 * Added to the public test server.
 * March 30, 2022 Update (The Arsenal Update)
 * Added to the live game.