- "The EMP Charge emits a large burst of electromagnetic energy. Highly effective against robots, turrets and other electrical-based entities."
- – In-game description [src]
The EMP charge emits a electromagnetic pulse that temporarily disrupts any nearby electronics, including the user's. This effect lasts only for 10 seconds, after which the affected machinery becomes operational again. They have no effect on entities that do not possess electronics, other than potentially alerting them of the user's presence.
Dismantle Results: x1 Spare Part
These devices can be used against corrupted operators, hostile turrets, alerted typhon gates, and technopaths, and are as effective in disrupting the latter as nullwave transmitters, but do so for approximately half as long a duration. They can also be used to disable broken power junctions and other electric-based obstacles, such as the large fans found in the G.U.T.S. They are extremely useful against hordes of hostile military operators, which become Morgan's primary enemies late in the base game's progression. If you use one point-blank, be prepared for all of your electronics, including your Artax propulsion system, GLOO gun, and Q-beam, to malfunction for 10 seconds.