EMPs

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   EMP is short for ElectroMagnetic Pulse, which can mean any combination of: a rapidly expanding and then collapsing electric, magnetic, or electromagnetic field, or a conducted electrical current (such as a lightning bolt). The end result of any EMP is the destruction of electronics and electrical hardware. Much as in real life, in HBM's NTM this brief surge of electromagnetic radiation will damage electronics, namely machines. This can be absolutely crippling to an opponent - you can't use CIWS turrets when their circuits are fried! So, what exactly do EMP's do when they go off?

There are two kinds of EMP in the mod, I'll call them **damaging** and **disabling**.

Damaging EMP's will void the internal power buffer of any blocks in their radius, and have a high chance of converting the block into Electrical Scrap (which is useless). The effects of this type of detonation are immediate, and once the blast has passed any surviving machines can be refilled and used as normal. Note that this will destroy most machines from HBM's NTM, even ones that don't use power like the Catalytic Cracker.

   Disabling EMPs, on the other hand, do not destroy blocks. Instead they void the internal power buffer and produce a lasting blue particle effect which continues to void any power put into the machine. This effectively renders the machine useless. The effect does appear to remain when an affected block is broken and replaced in the same spot, but not when it is broken and moved somewhere else. New machines placed within the blast radius will not pick up the disabling effect.

    So, you want to fry some machines. These are your options:

EMP Statistics:
 EMP Missile
 Strong EMP Missile
 20 Gauge Buckshot (Shock)
 EMP Gun

### EMP Device:

This is the bomb form of the pack's EMP weapons. It can be placed down and detonated with any of the Detonators or with a redstone signal, but cannot be detonated with a Flint and Steel. EMP Devices will not chain explode, and do not affect one another.

### EMP Missile:

This is the smaller of the two EMP missiles. It is essentially just a launchable version of the EMP Device. Of note though, it does not create the blue ring effect that the EMP Device does.

### Strong EMP Missile:

The larger EMP missile, and the only EMP source that creates the disabling effect.

### 20 Gauge Buckshot (Shock):

These rounds are used as ammo for the Mare's Leg shotgun. They have no AoE and do not affect blocks. I believe they sap electricity from powered armor on a player that they hit. I cannot effectively test this in singleplayer though, so if someone knows, feel free to update this.

### EMP Gun:

This is a handheld EMP launcher. It fires a blue ball of electricity that does decent damage (5 - 10) to anything it hits. The orb penetrates enemies, and upon hitting a block will burst into a radius 10 damaging EMP. This does affect blocks. I do not know if hitting an entity with the shot will drain power armor because I cannot test this in singleplayer, so if anyone does know feel free to update this.

### Notes:

- EMP is not blocked by things that block radiation like Reinforced Bricks. At time of writing, I have not found anything that actually *does* block it, which makes this weapon a good selection for a first strike or for bunker busting.

- EMP does not seem to affect items,including batteries in machines (though the buffers themselves will be voided).

- EMP does affect most modded machines, and can destroy them.

- EMP is fairly cheap to create. You'll need oil processing, but that's about it.