EMP Systems

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Authors: Murphy, Wenza

Last revision: 17 Oct, 2023 at 05:31 UTC (19)

File size: 9.41 MB

On Steam Workshop

Description:

Requires CBA.

Current EMP Systems :

* Hand grenades, 40mm GL, and 40mm 3GL rounds
– Hand grenades come in both timer and impact fuse variants. Grenade / grenade launcher warheads have a 15m effect radius. 40mm GL rounds can be fired by M203 / M320 and GP25 launcher systems.

* 12.7x99mm Rounds
– 5 Round blue tracer magazines, 15m effect radius. Should be compatible with the GM6 Lynx and RHS M107 rifles / anything that uses an M107 magazine well. Armour-piercing, high-velocity. Lethal to infantry, disabling to vehicles.

* .50BM Rounds
– 10 Round blue tracer magazine, 15m effect radius. For Type 115 Secondary fire mode. Same damage as standard .50BW.

* .408 Rounds
– 7 Round blue tracer magazine, 15m effect radius. For M200 Intervention rifle. Armour-piercing, high-velocity. Lethal to infantry, disabling to vehicles.

* EMP AT Mine
– Proximity mine effective up to about 25m. Can be triggered by both vehicles and infantry, and configured with ACE to use timed, pressure plate, clacker control, or even a deadman switch detonator type. Has about 10m lethal blast damage radius to infantry. Does a minor amount of damage to vehicles.

* EMP Satchel Charge
– Satchel charge with large EMP effect. Effective up to 150m. Lethal blast radius of about 20m for infantry.

* EMP-88 MAAWS Launcher Rounds
– MAAWS round with roughly 25m effect radius.

* EMP PG-7E / RPG32 Rockets
– Unguided rockets for the RPG7 / RPG32 with roughly 25m effect radius.

* EMP-DASGR
– Pylon pod with 12x/19x/20x rockets of laser designated, fire-and-forget guided rockets. 20m effect radius. Low HE damage, precision warhead.

* EMP-DAGR
– Pylon pod with 12x/19x/20x rockets of laser guided rockets. 20m effect radius. Low HE damage, precision warhead.

* EMP-DAR
– Pylon pod with 12x/19x/20x rockets of unguided rockets. 20m effect radius. Low HE damage, precision warhead.

* EMP-AGM81K
– Laser guided, precision air to ground missile. Warhead has a 25m effect radius. Very little HE damage done with this weapon, mostly EMP effect only. 1x, 3x, and 4x missile pylons available.

* EMP-AGM81L
– Radar / Laser guided, precision air to ground missile. Warhead has a 25m effect radius. Very little HE damage done with this weapon, mostly EMP effect only. 1x, 3x, and 4x missile pylons available.

* EMP-HARM
– Supersonic, high – speed anti – radiation missile. Can lock on to lasers as well as radar signatures. Has a heavy HE payload alongside the EMP effect. Warhead has a 250m – 300m effect radius.

* EMP-AGM115K Excimar Cruise Missile
– Laser guided cruise missile. Warhead has a 300m EMP effect radius and large HE payload.

* EMP-AGM115L Excimar Cruise Missile
– Radar guided cruise missile. Warhead has a 300m EMP effect radius and large HE payload.

* EMP-AGM115SG Excimar Cruise Missile
– Laser/radar guided cruise missile. Warhead has a 300m EMP effect radius and large HE payload. Fire and forget guidance with laser target designation.

* EMP-GBU12
– Laser guided bomb. Warhead has a 150m effect radius. 1x and 2x pylon racks available.

* EMP-CBU25
– Laser guided cluster bomb. Carries 25x EMP submunitions based on the 40mm EMP grenades. 1x and 2x pylon racks available.

* EMP MLRS
– Multi launch rocket artillery system with 6x HE-EMP 227mm rockets, and 6x Cluster EMP 227mm rockets. Blufor and Redfor have platforms based on the M5 Sandstorm named the "Dunern", Indfor has an MRL KamAZ truck.

* Zeus module : Place and go large "EMP Burst" module available in the editor and as Zeus under the "Effects" tab. Editor module can be synched to triggers for activation, otherwise will auto-detonate on mission start. 500m effect radius.

* Additional blue tracer magazine options added for many small arms.

* Comes with a Greystone PMC for BLUFOR and OPFOR – a "Shady Tech Corporation" style faction equipped with a mix of 6.5mm Katibas, Stoner LMGs and P90s, and an array of EMP weaponry. A high tech, well equipped faction designed to showcase the gear.
– BLUFOR uses new blue tracer rounds, OPFOR uses yellow tracers.
(Greystone PMC requires ACE3 to work properly)

OPTIONAL :
* Mk6 Mortar rounds
– 82mm Mortar rounds, carries an HE yield of about half the strength of a standard mortar, 30m-40m EMP Effect radius.
Find it in the "optional" folder inside the mod, move the .pbo and the .bisign file to "addons" if you wish to use them. Adds 24 EMP rounds total (3x 8 Round mags) to the Mk6 Mortar.
* RHS Blue Tracer rounds
Find it in the "optionalRHS Compatibility" folder inside the mod, move the .pbo and the .bisign file to "addons" if you wish to use them.

EMP GAMEPLAY EFFECTS :
– Disables night vision, thermal vision, engines and turret movement on vehicles / drones. Vehicle engine / turret damage can be repaired, but the vehicle will permanently lose NV/Ti vision modes on turrets.
– "Breaks" (removes) NVG, GPS, radio, laser designator, rangefinder, and IR laser weapon attachments from infantry.
– Works with CUP, RHS, ACE, TFAR, SMA, RH accessories, OPTRE and more.
– EMP effect does a small amount of damage to infantry units close to the detonation point, most weapons are lethal in a direct hit; damage works with ACE3 medical as far as I’ve tested.
EMP rifle calibre (12.7x99mm / .50BW) and 40mm rounds do not affect aircraft while they are in flight. Aircraft caught in the effect radius of larger weapons will still be affected.

Signed and Keyed for MP use, please let me know if there are any issues.

Huge amount of credit to ALIAScartoons for the initial effects script which inspired this :
https://www.youtube.com/watch?v=ugPQk_FHm1I
Go check out his workshop here :
https://steamcommunity.com/id/aliascartoons/myworkshopfiles/?appid=107410

dreadedentity + others on the BI forums : https://forums.bohemia.net/forums/topic/173599-emp-grenade/

Take a look at my workshop page for many more Arma 3 mods!
https://steamcommunity.com/id/awenza/myworkshopfiles/?appid=107410