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EM weapons are non-lethal and deal Electromagnetic damage. See a list of EM weapons in Starfield and how to get them for your non-lethal playthrough!
All Weapon Types | ||||
---|---|---|---|---|
Unique | EM | Laser | Ballistic | Particle |
Rifle | Pistol | Shotgun | Heavy | Melee |
List of Contents
There are only two EM weapons by default in Starfield, but you can mod most weapons to deal EM damage with some tweaks on the weapon workbench!
Weapon | Stats | How to Get |
---|---|---|
Brawler's Equinox |
Type: Laser Rifle Damage: 2 EM Ammo: 3KV LZR Weapon ID: 000EC310 |
Buy from Apex Electronics in The Well |
Novablast Disruptor |
Type: Electromagnetic Rifle Damage: 100 EM Ammo: Heavy Fuse Weapon ID: 0026D968 |
Buy from Laredo Firearms in Akila City |
EM weapons are just modded weapons that deal Electromagnetic damage (with the exception of the Novablast Disruptor, which deals EM damage innately). They're used in non-lethal playthroughs to disable enemies instead of killing them.
Tip: you can increase your proficiency with EM weapons by upgrading your Incapication Skill!
EM damage disables enemies without killing them, making non-lethal playthroughs possible. Instead of losing HP, enemies hit with electromagnetic damage spawn a non-lethal takedown gauge above their HP bar. When the gauge is full, the enemy gets knocked out!
If you knock an enemy out with electromagnetic damage, you can still talk to them but you can't loot them. However, you can still take their items by Pickpocketing them successfully.
The EM bar of downed enemies gradually deplete over time. When it reaches zero, the enemy will get back up, making it impossible for players to do non-lethal playthroughs.
Lethal damage and failing to pickpocket will also wake them up!
You can mod almost any Starfield weapon to deal EM damage, except for the Old Earth Shotgun. Here are the battery mods and materials needed to make EM weapons:
EM Mod | Description | Materials |
---|---|---|
Electromagnetic Beams | Electromagnetic rounds that can knockout living creatures as well as disable robotic units for a time. |
• Adhesive x2 • Beryllium x3 • Isocentered Magnet x1 |
EM-Charged Shot | EM-charged ballistic rounds, typically non-lethal. |
• Cobalt x3 • Isocentered Magnet x1 • Polymer x2 |
All Weapon Categories | ||
---|---|---|
Unique Weapons | Rifles | Pistols |
Shotguns | Heavy Weapons | Melee Weapons |
Laser Weapons | |||||
---|---|---|---|---|---|
Rifles | Pistols | ||||
Ballistic Weapons | |||||
Rifles | Pistols | ||||
Particle Beam Weapons | |||||
Rifles | Pistols | ||||
Electromagnetic Weapons | |||||
EM (Non-Lethal) Weapons |
Doesn't work particularly well for non-lethal play through as most quests don't seem to register 'knocked out' enemies as dealt with, and seems to still require you finish them off to continue, sad times
All EM (Non-Lethal) Weapons and Electromagnetic Damage Explained
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Thats why you give them the old double tap