EMP Generator (ES2)

EMP Generator

 Warfare Device

* 1
* 2
* 3
* 4
* Mastered
* Stinger

Creates an electro-magnetic pulse in a 500m radius around the ship, disabling all targets for 6s.

47s Cooldown

500m Range

Creates an electro-magnetic pulse in a 520m radius around the ship, disabling all targets for 6s.

45s Cooldown

520m Range

Creates an electro-magnetic pulse in a 540m radius around the ship, disabling all targets for 7s.

42s Cooldown

540m Range

Creates an electro-magnetic pulse in a 560m radius around the ship, disabling all targets for 7s.

40s Cooldown

560m Range

Creates an electro-magnetic pulse in a 580m radius around the ship, disabling all targets for 8s.

38s Cooldown

580m Range

Creates an electro-magnetic pulse in a 600m radius around the ship, disabling all targets for 8s.

36s Cooldown

600m Range

 Short Circuit
*Affected targets take 8 damage per second.*

 Hard Reset
*Cooldown reduced by 2.0s for every target hit by the blast, to a minimum of 5s.*

 Shield Surge
*Restores 10% shield hitpoints for every target hit by the blast.*

The **EMP Generator (ES2)** is a warfare device. It creates an electro-magnetic pulse in a 500m or larger radius around the ship, disabling all targets for at least 6s with a 47s or shorter cooldown.

## Stat Scaling

Several of EMP Generator's stats, including its effect radius and base cooldown, scale with device level as follows (level 6 is obtainable only via Stinger's Device Master special):

## Modes

Using device upgrade tokens to purchase 4 device levels on EMP Generator masters the device, unlocking three additional device modes which may be cycled through at any time.

* **Short Circuit**: Affected targets take [8 base energy at player level 1] damage per second.
	+ Short Circuit's base energy DPS is scaled up by a factor of 1.13 ^ (player level - 1), then modified further by the Utility attribute's device energy damage bonus and rounded to the nearest whole number in order to produce the final energy DPS value shown in-game.
* **Hard Reset**: Cooldown reduced by 2.0s for every target hit by the blast, to a minimum of 5s.
* **Shield Surge**: Restores 10% shield hitpoints for every target hit by the blast.

## Obtaining

It is automatically unlocked and equipped when starting the From Scratch main mission, after Dax installs it for Hero.

## Notes

* Targets currently disabled by an EMP effect are marked on the heads-up display by a blue dot next to their directional arrow. Use these indicators to prioritize vulnerable targets and make the most of Hard Reset's cooldown reductions before they recover and become immune to being disabled again for 10s.
* EMP Generator can be used to inflict the EMP effect on hostile mines, temporarily disabling their proximity-based detonation and making it much safer to convert them (via interaction within 100m) for the duration.
* Shield Surge does not prematurely end a shield's shutdown duration if used after depletion. Pairs well with Castiel's Protection.
* Elements that increase EMP effects:
	+ Stinger passive: 25% increased EMP duration. [Exclusive]
	+ Universal module modifier: 10% increased EMP duration
* Other items and abilities that cause EMP effects:
	+ Vigilante Set 3/3 bonus: Killing a target with at least 5 stacks of Destabilized creates an EMP explosion that disables enemies within 300m.
	+ EMP Charges catalyst: Shots cause EMP disruptions. When a target has 8 disruption charges, an EMP is triggered, which paralyzes the target for 1.0s
	+ Rascal: If this missile breaks the target's shield or armor, target gains both EMP and Web conditions for 3s.
	+ EMP Missiles (Whirlwind)
	+ Shield modifier: Fires an EMP blast with a 500m radius that stuns for 2s when the shield enters shutdown state