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The EMP grenade is a weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It also appears in the Van Buren tech demo game files.

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  • The EMP grenade is a weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It also appears in the Van Buren tech demo game files.
  • Electro Magnetic Pulse. Toss it at anything electronic and you've got yourself a lightshow of death.
  • The EMP grenade is a new type of grenade featured in Resistance 3. It is used for disabling Chimeran energy shields and drones. Also the electro-magnetic pulses affect the cooling packs that are worn by Hybrids, causing them to explode and killing their users. It is also an essential weapon against Stalkers owing to the fact that the aforementioned machine is equipped with an energy-shield which must be disabled in order to neutralize the Stalker.
  • As with the EMP Launcher, it is not quite as effective against organics, but is still capable of stunning (or electrocuting) lifeforms caught within the blast.
  • The EMP Grenade (Pulse Grenade in ETF) is a secondary grenade in the Team Fortress games. When the grenade explodes, it detonates all of the ammo of those that are in the grenade's explosion radius. In addition, it can also detonate ammo in Backpacks. However, it does not affect buildings, such as Sentry Guns. The EMP Grenade is only used by the Engineer.
  • The Nano Disruptor or Electro-Magnetic Pulse Grenade is an advanced electronic grenade used by the KPA in Crysis Warhead and usable as the M19 EMP Grenade in Crysis 3. The Nano Disruptor emits a small electro-magnetic pulse upon detonation that disables any electronic devices nearby. The US Marines are not seen using them in-game.
  • The EMP (Electro-Magnetic Pulse) Grenade is a Tactical Grenade that can be purchased in Green Run.
  • Sam Fisher had access to EMP Grenades when infiltrating John Brown's Army (version 2 only) It only works for electronics for a brief period.
  • EMP Grenade (EMP Granat) var en granat som ga fra seg en elektromagnetisk puls (EMP), og kunne dermed kortslutte kjøretøyer.
  • An EMP grenade is a type of terran ordnance that disables plasma shields. It is launched from a C-20A rifle.
  • (1 round) * Stuns enemies with Mechanical Bodies, and leaves them vulnerable to critical attacks.
  • An EMP (electromagnetic pulse) grenade was, as its name suggested, a grenade that unleashed a ranged EMP that disrupted electronics within reach. While in the First's dimension as part of its deal with Ethan Rayne, Spike found and utilized these grenades to great effect against the numerous bio-mechanical demonoids within the Initiative base. Their usage also proved instrumental in his defeat of Adam and his claiming of Cassandra Rayne's leg in.
  • An EMP grenade releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within its blast radius. Affected devices remain nonfunctional until repaired.
  • EMP grenades are utilized by Pirate Troopers and Pirate Commandos. Samus first encountered Pirate Commandos using this technology on planet Aether, where they had been equipped to the Pirate units with the intention of disabling Samus' visor circuits. Pirate Commandos possessed by the Ing Horde; Dark Pirate Commandos, retained the EMP grenades, and also used them often against Samus. Later, EMP grenades were standard issue to all ground trooper forces, during the Leviathan mission in the Federation Solar System.
  • The EMP grenade (or the Electromagnetic Pulse Grenade) is a non-lethal grenade used by soldiers in Ghost Recon. It is a thrown weapon that creates an unstable field of electromagnetic energy that disables all enemy and friendly equipment that responds to EMP surges, within the grenade's blast radius. The grenade was used by a four-man Ghost team call-signed Hunter to disable hostile technology.
  • The EMP Grenade is an for Assault agents. It is one of three Off-Hands available to starting Assaults. Activating the device tosses a small blue grenade that travels a fair distance. After a short delay, the grenade explodes, dealing damage and stunning all nearby Mechanicals, though some may be immune. Mechanicals are also inflicted with EMP Burn, reducing Protection by 40%. This is highly effective in both disabling a turret as well as allowing yourself or team mates to out-damage the Robotic's repair arm.
  • The EMP Grenade is a secondary weapon used only by the player. When thrown, it will explode into a much larger version of the Recruiter Grenade's particle effect. Any bot within the radius of this "explosion" will be shut off for an average of 10 to 15 seconds, with the exception of a player. If a player walks into the radius of the grenade their screen will spiral out of control, causing their aim to be much less accurate.
  • EMP grenade are a certification available for the Infiltrator class costing 200 Certification Points to buy and 25 Nanites per grenade. They disable the HUD, shields and any energy reserves of certain infantry, with lesser effects farther out from the center of the explosion. EMP grenade will drain energy of Infiltrators — decloaking them, Heavy Assaults — removing their overshields, Light Assault's Jump Jets fuel and Combat Medic's Nano-Regen Device. Enemy engineer turrets caught in the radius of explosion will overheat, and Spitfire Auto-Turret get disabled for a few seconds.
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