Geomagnetic disc

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geomagnetic disc
Adaptive PV
(Vibro)
when thrown
♥
2d6
Damage (thrown)
average: 7range: 2-12
$
750.00
Commerce Value
1
lb.
Weight
PV (Unpowered)

5

Charge per Use

100 Fidget cell: 25 usesSolar cell: 25 usesLead-acid cell: 40 usesCombustion cell: 60 usesChem cell: 100 usesThermoelectric cell: 400 usesBiodynamic cell: 600 usesNuclear cell: 1000 usesAntimatter cell: 2000 usesMecha power core: 5000 uses

Charge Used For

Throw Effect

Complexity

6

Tier

6

<00126>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

general, electronics, thrown weapon

Character

.

ID?Use this ID to Wish for the item

Geomagnetic Disc

Spawns in

Items

Extra Info:
geomagnetic disc

Ions were spun into a euhedral disc on a spinning wheel, and aquamarine was heat-set on the inner ring by deepsea steam.

Perfect

A geomagnetic disc is an artifact which acts as a powerful thrown weapon with several unique properties.

geomagnetic discs must be powered in order to function, and thus require an energy cell. Throwing a disc without power will cause it to behave as a low-tier throwing weapon, having a flat 5 PV and dealing only ♥1 damage.

Visual Demo

Properties When Powered

Throwing and Returning

When a powered geomagnetic disc is thrown at a visible target, it instantly travels to that target with perfect accuracy, regardless of distance. This means a disc cannot miss due to throw variance, and there is no limit to how far it can be thrown at the initial target (as long as the target is in sight). When the disc reaches its target, a simplified hit roll is performed to determine if the disc hits its target and deals damage. The calculation is 1d201-20 (Avg: 10.5) + StatModifier, which must be higher than the target's DV. If the player is throwing the disc, StatModifier is always the player's Agility modifier. If a non-player is throwing the disc, StatModifier is the higher of either the creature's Strength modifier or Agility modifier.[1]

Damage is applied immediately to any target successfully hit by the Disc. It ignores AV completely and does not use conventional penetration or vibro mechanics. A cerulean heart blip appears on top of any creature hit by the disc.[1]

After being thrown at a valid target (and completing any subsequent bounces), a disc will return to its thrower (regardless of distance), automatically re-equipping itself in the thrown weapon slot. If a disc is not thrown at a valid target, either due to incompatible phase states or due to not being thrown at a target at all, it will travel to its destination and fall to the ground as a normal thrown item would, even if powered.

Bouncing

Powered geomagnetic discs additionally have the ability to bounce between multiple targets when thrown. This occurs only if the initial target is engaged in combat with the thrower. If the initial target is not engaged in combat, the disc hits only once and returns to the thrower (but typically this will initiate combat for subsequent throws at the same target). After reaching its initial target, a thrown disc can bounce up to 5 times, attempting to hit an additional 5 enemies, randomly targeting any valid creature that is hostile to the thrower (regardless of whether or not that creature is engaged in combat with the thrower yet). This entire process counts only as one throw in terms of energy consumption for the disc.[1]

Creatures can also be targeted for a bounce more than once if there are less than 5 targets; this applies even if there is only 1 valid target, causing that target to be hit by the initial throw as well as all 5 bounces. The disc does not need to hit a target to continue bouncing - it is even possible for the disc to miss the initial target and to miss all 5 additional bounce targets.[1]

While the initial throw has no distance limit, bounces are limited in range. The maximum bounce radius of the disc is equal to 12 plus the thrower's maximum throw range. The maximum throw range is calculated as described in the Thrown weapon combat - Range topic, except that a random number between 1 and 6 is not added for the purposes of calculating the geomagnetic disc's bounce radius. Bounce radius is relative to each new target hit, indicating how far the disc can travel from its current target to its next target (it is not locked to the initial target).[1]

Each time the disc bounces, it looks for targets that would be visible from its current location (ignoring light level). For this reason, the disc can often circle behind walls or into rooms to hit secondary targets that are not visible to the thrower.[1]

Vibro

Even though a powered geomagnetic disc shows the vibro weapon symbol () in its in-game damage display, it is not actually a vibro weapon. In fact, it does not use any penetration mechanics at all - its throw and damage mechanics are unique and unrelated to other weapons. Instead of using penetration or vibro mechanics, the geomagnetic disc simply deals its damage directly (2d62-12 (Avg: 7)) to whatever it hits, ignoring AV entirely. Since it can hit a creature multiple times, those hits can add up to a significant amount of damage in a single turn.[1]

Damage Types

Attacks from a powered geomagnetic disc are considered to have all of the following damage types: Cudgel, Crushing, Concussion, and Bludgeoning.[1]

Additional Notes

  • As long as the disc is powered and the initial target is visible to the thrower, the disc will never be stopped by a wall. It can be thrown directly through non-occluding objects such as rubble or forcefields, and it will often appear to pass through solid walls on its path.
  • If a geomagnetic disc is used as a melee weapon, it acts only as a 4/4 ♥1d21-2 (Avg: 1.5) cudgel weapon.[2]
  • Overloading a geomagnetic disc gives it +2 to damage, +2 to bounce radius, and allows it to bounce and hit 2 additional times per throw.[1]

Tips

This section is opinion-based. Your mileage may vary.

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 XRL.World.Parts.GeomagneticDisc, method FireEvent
  2. XRL.World.Parts.Combat, method FireEvent, in the MeleeAttackWithWeapon case