EMP effects

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EMPs or, Electromagnetic Pulses is an intense pulse of electromagnetic radiation that can have varying effects on certain electronic equipment. Occasionally it can disable equipment and other times cause it to overload and explode. EMPs often come from grenades, Singularities, Implants, and other sources.


If a container is EMP'd, then everything in that container will be effected.

Effects

Machines

Item Description
Airlock

Has a chance to force open, remove power to, or electrify airlocks.
APC
Reduces amount of power stored in the APC's battery.
Arcade Machines/Claw Game
Has a chance to turn off, blow up, or spit out tickets/prizes.
Cloner
Will malfunction and do awful things to the occupant.
Computers
Has a chance to break computer screens, which will require repairs before use.
Fire Alarms
Has a chance to trigger the fire alarm.
Cameras
Temporarily deactivates the camera.
Status displays
Sets the status display to the BSOD display.
Intercoms, headsets, and 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.
Shield Generator
Has a chance to disable the shield
Sleeper
Ejects the patient out of the sleeper.
Space Heater
Will reduce charge of its power cell and turn it off temporarily.
Turrets
Temporarily disables the turret.
Turret Control
Turns off the turrets temporarily.
Exosuits
Deals brute damage, slightly drains energy level and has a chance to disable various systems.
Pacman Generators
Will explode if it's running, otherwise will just break it.
Windoor
Has a 20% chance to open the windoor

Equipment

Item Description
Chameleon Clothing
Will cause the clothing to malfunction, changing outfits rapidly and randomly for a few seconds.
Flashes
Sets off the flash and causes it to burn out instantly.
DL-88 Energy Revolver
Disables the revolvers tracker and unlinks it from its pinpointer.
Energy Weapons
Will completely deplete the weapon’s charge.
Lazarus Injector
Will cause it to malfunction.
Stun Baton
Will reduce the charge by only 10%
SMES
Has a chance to explode, spark and produce smoke, or drain the SMES by up to 100,000 watts.
Syndicate Teleporter

Forces the teleporter to activate, teleporting whoever is holding it in the direction they're facing. If EMP'd while the syndicate teleporter is on the ground, it will teleport itself out of existence.
Reactive Armor
Disables it for 5–10 seconds based on the severity of the EMP, must be turn backed on manually by the user.
Wall Flash
Has a 75% chance to set off flash.

Miscellaneous

Item Description
Barsign
Breaks the barsign, making it cycle between different displays rapidly.
Locked Lockers/Crates

Has a chance to unlock any locked crate/locker.
Light Switch
Will flip the light switch
Defibrillator
Will cause 60 stamina damage and 10 seconds of knockdown to the target.
GPS
Disables the GPS for 30 seconds.
Holodeck Computer
Will shutdown the Holodeck
Igniter
Will spark the igniter.
Power Cells
Will reduce the power in the cell by up to 1000 watts.
SmartFridge
has a 40% chance to emag the fridge.

Silicons

Item Description
Cyborgs
Will temporarily stun, damage and remove some of the charge from the cyborg's battery.
AI
Disables most of its functions temporarily, blinds it and deals small amount of brute damage. Additionally has a 30% chance to either force a shuttle call or sent the AI's view back to their core.
IPC/IRC
Damages the IPC or IRC.
Bots
Temporarily turns the bot off.
Maintenance Drone
Severely damages it and disables it temporarily.
Minebot
Will do up to 100 damage to the minebot
Combat Drone
Will disable the drone.
PAI
The PAI will be disabled for 2 minutes and it has a 66% chance of either having its directives changed or being unbinded from its master.
Mass Driver
Will cause the Mass driver to eject whatever is in it.
M.U.L.E Bot
Will reduce the charge in the Mulebot and EMP whatever it is carrying.
Robotic Brain
Will cause varying brain damage to the brain.
Cybernetic Organs
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, cybernetic eyes causes blindness, cybernetic liver causes vomiting, and cybernetic kidneys cause large amounts of toxins damage.

Implants

Item Description
CNS Rebooter Implant
Stuns the user.
Death Alarm Implanter
Will set off the alarm alerting over general comms that "[Implanted individual] has died in [Random location (can both be on and off station)].
Anti Drop Implant
Throws all items the user is holding in their hands regardless of whether they are being held using the implant or not.
Hud Implants
Obstructs the vision of the user for short period of time.
Reviver Implant
Stops the user's heart.
Nutriment Pump Implant
Will cause the user to projectile vomit resulting in a minor stun, loss of nutriment, and a temporary disabling of the implant.
Nutriment Pump Plus Implant
Will cause the user to projectile vomit resulting in a minor stun, loss of nutriment, and a temporary disabling of the implant.
Shell Launch System Implant
Causes the cannon to misfire and can damage the user depending on what ammo is used. Misfired ions will break the organ, misfired pulses dusts the arm, and misfired frags explodes the arm into a shower of gore.
Qani-Laaca Sensory Computer
Injects the user with a heavy dose of Mephedrone, requiring immediate medical attention.