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EMP coils

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TW gameicon.png KW gameicon.png
CNCTW EMP Coils Cameo.png
Electro-magnetic pulse coils
A Raider buggy activating its EMP coils
A Raider buggy activating its EMP coils
Upgrade
Affiliation

CNC3 Nod Logo.png Nod
CNCKW Black Hand Logo.png Black Hand
CNCKW Marked of Kane logo.png Marked of Kane

Research
Cost

1000

Build time

0:30

Researched at

Tech lab

Hot key

Ctrl+A

Affected objects

Raider buggy

Welcome to the Stone Age!
- Buggy activating its EMP coils, Tiberium Wars

Noting the advantages and disadvantages of EMP cannons and Mobile EMPs during the Second Tiberium War and Firestorm Crisis, Nod began investigating ways to make the technology more effective.

Background[edit | edit source]

Noting that mobile EMPs were largely helpless against infantry, Nod began equipping its Raiders, already capable against infantry, with miniaturized EMP devices. When activated, every vehicle or structure within the vicinity of the raider would be incapacitated. With the coils, a single raider could render entire tank columns inoperative; multiple raiders could increase the effect.

This came at a price, however. Though less expensive than other Nod technologies, such as Spitfire laser capacitors, the coils were still cost prohibitive enough to keep them from being standard issue on raiders. However, once purchased, all Raiders that the commander had or would build in the future would be equipped with the coils, making it more cost effective than mobile EMPs.

Unfortunately, the EMP did not discriminate between friend and foe, and Nod vehicles caught in the pulse's radius would also be helpless. Also, the raiders themselves were not immune. However, this was deemed an acceptable trade off, in the light of the capability to temporarily halt enemy progress or cripple a convoy and destroy it quickly.

Gallery[edit | edit source]

Join the cause of Nod! Brotherhood of Nod Third Tiberium War Arsenal Ascend!