EMP effects
Jump to navigation
Jump to search
This article or section is a Work in Progress.
Assigned to:Shaw
Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.
Assigned to:Shaw
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. | |||
Locked Lockers/Crates |
Various Departments | Has a chance to unlock any locked crate/locker. | |||
Defibrillator |
Medbay | Will instantly stun someone on harm intent, also has a 10% chance to cause a heart attack. | |||
Handheld Defibrillator |
Medbay | Causes the Defib to overcharge its next shock and temporarily stun the next person it's used on. | |||
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. | |||
Syndicate Teleporter |
Traitor Uplink | 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. | |||
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. | |||
Sleeper |
Medbay/Brigbay | Ejects the patient out of the sleeper. | 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: