Difference between revisions of "EMP effects"
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|Spawns randomly in space during an event | |Spawns randomly in space during an event | ||
|Will disable the drone. | |Will disable the drone. | ||
|} | |||
==Implants== | |||
All of the following implants can be printed at Research and Development lab: | |||
{|class="wikitable mw-collapsible" style="width:85%;text-align:center;background-color:#67FF43;" | |||
|-style="font-weight: bold; text-align: center; background-color: #156702; color: white;" | |||
|width=150pt|Item | |||
|width=200pt|Usage | |||
|- | |||
!CNS Rebooter Implant<br> [[File:CNS rebooter.png]] | |||
|Stuns the user. | |||
|- | |||
!Anti Drop Implant <br> [[File:Antidrop.png]] | |||
|Throws all items the user is holding in their hands regardless of whether they are being held using the implant or not. | |||
|- | |||
!Hud Implants <br> [[File:SechudImplant.png]] | |||
|Obstructs the vision of the user for short period of time. | |||
|- | |||
!Reviver Implant <br> [[File:Reviver.png]] | |||
|Stops the user's heart. | |||
|- | |- |
Revision as of 08:59, 1 October 2020
This page is a work in progress list of all objects that can be interacted with an EMP (Electromagnetic Pulse) and the result of using it on them. If a powered item is not on this list, it either hasn't been added yet or is not effected by EMPs.
Item | Item location | Usage |
Airlock |
All over the station | Has a chance to force open, remove power to, or electrify airlocks. |
---|---|---|
APC |
All areas that have power | Reduces amount of power stored in the APC's battery. |
Arcade Machines/Claw Game |
Arcade | Has a chance to turn off, blow up, or spit out tickets/prizes. |
Computers |
Varying departments | Has a chance to break computer screens, which will require repairs before use. |
lockers |
All around the station | Has a 50% to force open the lock on a locked locker, |
Defibrillator |
Medbay | Will instantly stun someone on harm intent, also has a 10% chance to cause a heart attack. |
Chameleon Clothing |
Traitor Uplink, maint loot | Will cause the clothing to malfunction, changing outfits rapidly and randomly for a few seconds. |
Flashes |
Security, robotics | Causes flashes to burn out instantly. |
Barsign |
Bar | Breaks the barsign, making it cycle between different displays rapidly. |
Fire Alarms |
Everywhere that is not maintenance | Has a chance to trigger the fire alarm. |
Cameras File:Cameraemp.png |
Everywhere that is not maintenance | Temporarily deactivates the camera. |
Status displays |
Everywhere that is not maintenance | Sets the status display to the BSOD display. |
Intercoms, headsets, and bounced radios |
In corridors and rooms(intercoms), on crewmembers, in the lockers in the locker room(headsets), and fabricated from autolathes(station bounced radios) | Will display, in the chat, with red colored text, that the device in question buzzes violently, and temporarily renders them unusable. Applies to cyborg headsets as well. |
Turrets |
AI Satelite, AI Upload | Temporarily disables the turret. |
Turret Control |
In rooms preceding turrets | Turns off the turrets temporarily. |
Reactive Teleport Armor |
Research Director's locker | Turns it off. |
Exosuits |
If roboticists decided to make any then primarily found in armory, medbay and mining bay | Deals brute damage, slightly drains energy level and has a chance to disable various systems. |
Pacman Generators |
Engineering and electrical maintenance. | Will explode if it's running, otherwise will just break it. |
Silicons
Implants
All of the following implants can be printed at Research and Development lab: