NX-17 charge rifle: Difference between revisions

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<noinclude>{{obsolete|no longer obtainable, if you have a copy, it is from an older save.}}</noinclude>
<includeonly>{{Row/Firearms1</includeonly>
<includeonly>{{Row/Firearms1</includeonly>
<noinclude>{{Firearm</noinclude>
<noinclude>{{Firearm</noinclude>
  |name=NX-17 charge rifle
  |name=NX-17 charge rifle
|id=nx17
  |glyph=<nowiki>(</nowiki>
  |glyph=<nowiki>(</nowiki>
  |color=c_magenta
  |color=c_magenta
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== Notes ==
== Notes ==


Charges slowly from a powered UPS, and upon reaching full charge (8) the rifle begins to beep alarmingly. If you do not fire it manually (in about 9 turns), the weapon will automatically discharge in a random direction.  
Charges slowly from a powered [[UPS]], and upon reaching full charge (8) the rifle begins to beep alarmingly. If you do not fire it manually (in about 9 turns), the weapon will automatically discharge in a random direction.  


As the charge level increases so does the power of the shot. A fully charged shot causes a 5x5 explosion and starts fires. Can be mounted on a vehicle (each shot has a small chance to trigger the explosion).
As the charge level increases so does the power of the shot. A fully charged shot causes a 5x5 explosion and starts fires. Can be mounted on a vehicle (each shot has a small chance to trigger the explosion).
*1-2 charges: There is not enough charge so the gun doesn't shoot.
*1-2 charges: There is not enough charge so the gun doesn't shoot.
*3 charges: There is enough energy to do a small shot that will deal some damage and won't explode or set fires.
*3 charges: There is enough energy to do a small shot that will deal some damage and won't explode or set fires. [9 damage, 0 pierce]
*4 charges: Increased damage (chance to set enemies on fire).
*4 charges: Increased damage (chance to set enemies on fire). [16 damage, 2.5 pierce]
*5 charges: There is enough energy charged to make a 3x3 explosion after the shot hits, also sets the area on fire.
*5 charges: There is enough energy charged to make a 3x3 explosion after the shot hits, also sets the area on fire. [25 damage (at center), 5 pierce]
*6-7 charges: The charge is enough to increase by one square the explosion radius.
*6-7 charges: The charge is enough to increase by one square the explosion radius.
*8 charges: The maximum charge the rifle can hold increases the radius of the explosion by 1 again resulting in a 5x5 explosion.
*8 charges: The maximum charge the rifle can hold increases the radius of the explosion by 1 again resulting in a 5x5 explosion. [64 damage (at center), 12.5 pierce]
Noise, range, recoil and damage of the rifle increase depending on the charge status.
Noise, range, recoil and damage of the rifle increase depending on the charge status.
{{footer/ranged}}
{{footer/ranged}}
[[Category:Rifles]]
[[Category:Rifles]]
</noinclude>
</noinclude>

Latest revision as of 12:44, 22 January 2018

WARNING OBSOLETE: This page describes something that is no longer in the game. It might have been removed or perhaps is just unobtainable.
This page will no longer be updated.
no longer obtainable, if you have a copy, it is from an older save.


( NX-17 charge rifle

Hitchhiker's Guide:
Stable (0.F-3) - [ NX-17 charge rifle ]
Experimental - [ NX-17 charge rifle ]

General
Materials steel / plastic
Volume 3.25 liters
Weight 3.999 lbs or 1.814 kg
Lenght 0 inches or 0 cm
As a Firearm
Skill rifles
Damage Bonus 0
AP Bonus 0
Range Bonus 0
Dispersion 0
Sight Dispersion 0
Aim Speed 0
Recoil Bonus 0
Ammunition UPS, advanced UPS
Clip size 10 rounds
Reload time 0 turns
Other
Price 120 $
Flags CHARGE, NO_UNLOAD
As a Melee Weapon
Bash Dmg 8
Cut Dmg 0
To Hit -1


 A multi-purpose rifle, designed for use in conjunction with a unified power supply, or UPS. It does not reload normally; instead, press fire once to start charging it from your UPS, then again to unload the charge. 


Notes

Charges slowly from a powered UPS, and upon reaching full charge (8) the rifle begins to beep alarmingly. If you do not fire it manually (in about 9 turns), the weapon will automatically discharge in a random direction.

As the charge level increases so does the power of the shot. A fully charged shot causes a 5x5 explosion and starts fires. Can be mounted on a vehicle (each shot has a small chance to trigger the explosion).

  • 1-2 charges: There is not enough charge so the gun doesn't shoot.
  • 3 charges: There is enough energy to do a small shot that will deal some damage and won't explode or set fires. [9 damage, 0 pierce]
  • 4 charges: Increased damage (chance to set enemies on fire). [16 damage, 2.5 pierce]
  • 5 charges: There is enough energy charged to make a 3x3 explosion after the shot hits, also sets the area on fire. [25 damage (at center), 5 pierce]
  • 6-7 charges: The charge is enough to increase by one square the explosion radius.
  • 8 charges: The maximum charge the rifle can hold increases the radius of the explosion by 1 again resulting in a 5x5 explosion. [64 damage (at center), 12.5 pierce]

Noise, range, recoil and damage of the rifle increase depending on the charge status.