Electromagnetic pulse cannon

An electromagnetic pulse (EMP) cannon was a GDI and Nod defensive structure used during the Second Tiberium War and the Firestorm Conflict.
==Background==
The cannon consists of a large device mounted on a turret which concentrates and stores a significant amount of energy in a spherical shell, which it can launch at long distances. It detonates upon impact with a ground unit or land and releases a wave of energy that spreads out linearly from the impact site, creating a circle of moving charge that floods the systems of every vehicle in its path. Most vehicles are reasonably shielded against such effects, and thus no permanent damage is normally done, but the charge still succeeds in disabling them temporarily. Affected targets include vehicles, structures, and cyborgs in its area of effect, including the cyborg commando.
==Game building==
EMP cannon acts as a countermeasure to commanders wanting to use rushing tactics early on. The cannon has a range long enough to disable artillery units besieging a base, allowing the defenders to close in and destroy the siege units without coming under fire themselves.
===Abilities===
=== AI behavior ===
The AI will never build an EMP Cannon.
==Trivia==
* Despite being available to GDI as well, only the Nod version was rendered, as a triangular emblem can be seen on the front of the structure in its in-game sprite, and its internal name (NAPULS) seems to suggest it was intended to only be used by Nod.
==Gallery==
CNCTS_EMP_Cannon_Concept_Art.png|Concept art
EMP_nod.jpg|Front render of the Nod version
Nod EMP Cannon.jpg|Side render of the Nod version
TS_EMP_Cannon.png|In-game appearance, with the cannon facing northeast (default angle)
Electromagnetic Pulse cannon in Snow Theater.jpg|In a snow theater
==Videos==
==See also==
* Mobile EMP
Category:Tiberian Sun support structures