Elecromagnetic Pulse Grenade (4e Future Equipment)
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Elecromagnetic Pulse Grenade
Level 5 Average Consumable Equipment
Cost: 200 credits
Weight: 2 lb
Benefit: A grenade that disrupts electrical systems.
The pulse emitted by this specialist grenade is used to disable most computers, robots, shields and other electrical systems.
Power: Consumable ♦ Electric
Area burst 2 within 10
Target: All creatures in burst
Attack: +11 vs. Fortitude
Hit: 2d6 electric damage. Robots are dazed (save ends).
Effect: Computers, headsets, active camouflage, power generators and other electrical equipment stop functioning until reset with a DC 13 Science check. This takes a standard action.