NX-17 charge rifle: Difference between revisions
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*1-2 charges: There is not enough charge so the gun doesn't shot. | *1-2 charges: There is not enough charge so the gun doesn't shot. | ||
*3 charges: There is enough energy to do a small shoot that will deal some damage and won't explode or set fires. | *3 charges: There is enough energy to do a small shoot that will deal some damage and won't explode or set fires. | ||
*4 charges: Increased damage. | *4 charges: Increased damage (chance to set enemies on fire). | ||
*5 charges: There is enough energy charged to make a 3x3 explosion after the shot hits, also sets on fire the area. | *5 charges: There is enough energy charged to make a 3x3 explosion after the shot hits, also sets on fire the area. | ||
*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. |
Revision as of 09:27, 15 March 2015
( 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 shoot has a small chance to trigger the explosion).
- 1-2 charges: There is not enough charge so the gun doesn't shot.
- 3 charges: There is enough energy to do a small shoot that will deal some damage and won't explode or set fires.
- 4 charges: Increased damage (chance to set enemies on fire).
- 5 charges: There is enough energy charged to make a 3x3 explosion after the shot hits, also sets on fire the area.
- 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.
Noise, range, recoil and damage of the rifle increase depending on the charge status.
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