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EMP Mission 3

The EMP used in the campaign.

See also: Vehicle Items

Electric Magnetic Pulse (EMP) items are usable items that temporarily disables all vehicles (including friendly ones) within range. Vehicles which are hit are unable to move or attack for a certain amount of time. Additionally, vehicles hit with a EMP will have their shields reduced to zero. The time and range depends on the type of Item used.

The T38 Ocean Glider, has an EMP Module ability which is not an Item. EMP Module has Range of 10. duration of 1 minute and cooldown of 5 minutes.

You can acquire Pulse Bombs from certain NPC's or you can build your own EMP device called Electromagnetic Generator in the Laboratory.

In the last two missions of the campaign EMPs are needed to defeat F.A.T.H.E.R.'s units.

The following EMPs are available:

Renders all Units within a certain radius unable to move or fight for a short period.

Type Quality Icon Name Effect Description Costs

Ship Item Gold star smallGold star small EMP icon Pulse bomb EM-1 EMP Range: 5 Duration: 0:45 Cooldown: 5:00 Also suitable for home use

Ship Item Gold star smallGold star small EMP icon Pulse bomb EM-2 EMP Range: 7 Duration: 0:45 Cooldown: 5:00 Disables all control units

Ship Item Gold star smallGold star smallGold star small EMP icon Pulse bomb EM-3 EMP Range: 9 Duration: 0:45 Cooldown: 5:00 All systems offline!

Ship Item Gold star smallGold star smallGold star small EMP icon Pulse bomb EM-4 EMP Range: 15 Duration: 0:45 Cooldown: 5:00 There is no escape!

This list doesn't include the EMP of the T38, the pulse used in the campaign missions or the Electromagnetic Generator item.

Trivia[]

  • Prior to the 1.02 patch, it was possible to sink Keto's and Trenchcoat's base ships with an EMP hit
  • EMP items offer a safe way to deal with lots of Quests where speed / time is of the essence: for example, freezing competitors' ship is fair game!
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