XCOM 2
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EMP Basic
   
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57.683 KB
23 Dec, 2016 @ 6:35pm
26 Dec, 2016 @ 4:02pm
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EMP Basic

Description
Adds a custom utility item that acts as a tier of EMP grenades below the default EMP grenade.
  • Inferior to EMP grenades in almost all ways except has 100% stun chance (for 1 turn)
  • Available for purchase in engineering
Intended as an accessible weapon to better manage the first encounter with the sectopod in the forge mission, especially for players who are fast progressing through story missions and have not unlocked EMP grenades/bombs yet.

Other ways players may use this mod are welcome.
10 Comments
LightenedDark 3 Feb, 2017 @ 7:17pm 
Any chance your "Commander's Power Ammo" mod will get un-deleted? I liked the idea that it couldn't be replicated...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=821799888
ferret 25 Jan, 2017 @ 2:01am 
Nice little mod.
Arkan 10 Jan, 2017 @ 5:38pm 
new grenades are always welcome :GoBoom:
Trev  [author] 2 Jan, 2017 @ 4:47pm 
@LightenendDark

This item does 4 damage and costs around 40 supplies (from the top of my head).
LightenedDark 31 Dec, 2016 @ 8:56pm 
How much damage / cost?
MaCC165 27 Dec, 2016 @ 8:28am 
gj, ty very much
Trev  [author] 26 Dec, 2016 @ 4:04pm 
@RambelZambel

This mod should be fixed now giving minimum 1 turn stun.
Matikanefukukitaru 26 Dec, 2016 @ 2:12am 
Oh, right, "1 turn" stun in the game(the number it shows) would actually mean they'd just lose 1 action-point, from what I've read on other mods...
MaCC165 26 Dec, 2016 @ 1:40am 
stun is most time just 0 turns, so far can i see,
its shows stunned, but like i said, when enemy has to turn, stun is over:D
Matikanefukukitaru 25 Dec, 2016 @ 3:06am 
Most use I actually see for this ain't Sectopods, but for people using LongWarStudio's Enemies-Mod...the drones there were a big complaint early game after all, for good reasons from what I've read...