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| | ==Damage== | | ==Damage== |
| | * Wholly dependant on the ammunition in the local vicinity. | | * Wholly dependant on the ammunition in the local vicinity. |
| − | * See the [[:Category:Ammo Types|Ammo Types]] page for information regarding ammo's explosive qualities, and the damage done when the ammo type explodes. | + | * See the [[Ammo|Ammo Types]] page for information regarding ammo's explosive qualities, and the damage done when the ammo type explodes. |
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| | ==Splash Range== | | ==Splash Range== |
Revision as of 08:15, 3 January 2008
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Content
The EMP grenade detonates any ammunition (dropped, fired or carried) in its area of effect and causes potentially huge explosions. Does not detonate grenades.
Damage
- Wholly dependant on the ammunition in the local vicinity.
- See the Ammo Types page for information regarding ammo's explosive qualities, and the damage done when the ammo type explodes.
Splash Range
- Very large. Any ammo located within a spherical radius of x units is detonated.
Fuse
Speed of Gren Throw
Time of Effect
Specal Properties
- Causes carried or dropped ammunition to detonate.
- Detonates ammunition that is deployed. E.g. Rockets in midair, deployed pipes, nails midflight, IC rockets, tranq bullets and so on.
- Does NOT detonate grenades, carried or thrown.
- Travels through walls.
- Triggers detpack fuses. Causes a five second countdown (if the detpack is not already ready to explode within five seconds).
- Huge EMP explosions involving large amount of ammo should cause the ground to shake
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