EMP launcher

== Acquisition ==
EMP launchers can also be purchased from orbital pirate merchants and orbital combat suppliers or outlander faction bases.
== Summary ==
EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle. For players, it is the 2nd slowest non-consumable weapon, tied with the other launchers and only faster than the pila. It also has a forced miss radius, meaning colonist health or shooting skill doesn't matter, and careful shooter is purely a detriment.
EMP damage does not deal physical damage. Instead, it stuns turrets, mechanoids, and mortars; more damage means a longer stun time. A normal quality EMP launcher deals 50 EMP damage, for a stun of 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for . Immunity is applied on stun, and the duration is not extended by stunning an already adapted mechanoid. EMP also disables shield belts, causes brain shock on humanoids with brain implants, and vomiting on those with certain stomach implants.
Launchers are fired like any other ranged weapon, so won't fire over walls. A circular zone will generate to indicate line of fire, then another 3x3 indicator with a circular center will become the aiming spot. Unless a wall is in the way, the blast will be within 1 tile of the intended target.
Unlike EMP grenades, the launcher has quality, which affects stun time.
== Analysis ==
EMP weapons in general are always useful for taking out mechanoids and other defense structures. The small blast radius is a detriment; because it's smaller than the miss radius, it cannot reliably hit a specific tile or target. The launcher also has a very large warmup/cooldown, making it less useful on mobile targets like scythers.
=== Comparison to EMP grenades ===
The key difference between EMP grenades and launchers is the effect of quality. Unlike grenades, launchers are affected by quality; Masterwork and Legendary launchers see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that EMP adaptation ends before the stun, making it technically possible to 100% stun lock them. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers.
The increased range seems like a major benefit, but is less practical than it seems. Most mechanoids (all mechanoids without the Biotech DLC) will outrange the launcher. Range may be useful depending on the terrain and cover layout, and also helps when shutting down low shield packs or mechanoid shields.
Meanwhile, EMP grenades are fired much faster, giving combat flexibility and making it easier to aim at mobile targets. The larger blast radius means that they can hit more targets, and are simply more accurate, able to always hit a specific tile.
Overall, excellent or lower EMP launchers see a lot less practical use than EMP grenades, relegated to tasks where range is very helpful (against certain Biotech mechanoids, when there's cover, or fighting against low-shield packs). Even legendary launchers are niche, due to the decreased blast radius.
Source 	Damage	Stun Duration	Post-Stun Adaption Duration	Ideal Stun Uptime
Awful EMP launcher 	45 	 	 	
EMP Grenades, Poor/Norm/Good/Exc EMP launcher	50 	 	 	
Masterwork EMP launcher 	62.5 	 	 	
Legendary EMP launcher 	75 	 	() 	100%
== Version history ==
* 1.1.0 - Added
* 1.2.2753 - Projectiles are now rendered with a visual arc and ground shadow.
Category:Equipment Category:Weapons Category:Industrial Weapons Category:EMP Weapons
Category:Ranged Weapons Category:Single-Shot Weapons Category:Launchers