EMP effects
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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 | Disables it for 5-10 seconds based on the severity of the EMP, must be turn backed on manually by the user. |
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. |
Cybernetic Organs |
Inside Crew Members, Protolathe | Deals damage to the organ and can have an additional effect depending on the organ, cybernetic heart results in cardiac arrest, cybernetic lungs causes loss of breath, etc. |
Silicons
Implants
All of the following implants can be printed at Research and Development lab:
Things to add
Draft Area
Item | Usage |
Chameleon Kit | Forces all chameleon items to change appearance randomly for 30 seconds. |
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Handheld Defibrillator | Causes the Defib to overcharge its next shock and temporarily stun the next person it's used on. |