Spaser rifle

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spaser rifle
14
PV
♥
1d12
average: 6.5range: 1-12
$
2000.00
Commerce Value
16
lbs.
Weight

Plasma

Ammo Type

energy

Accuracy
Shots per Action

1

Ammo per Action

1

Charge per Use

1000 Solar cell: 2 usesFidget cell: 2 usesLead-acid cell: 4 usesCombustion cell: 6 usesChem cell: 10 usesThermoelectric cell: 40 usesBiodynamic cell: 60 usesNuclear cell: 100 usesAntimatter cell: 200 usesMecha power core: 500 uses

Charge Used For

Weapon Power

Complexity

7

Tier

7

<0007>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker III

Skill Used

Bow and Rifle

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

missile weapon, firearm, general, rifle, electronics, beam weapon

Character

)

ID?Use this ID to Wish for the item

Spaser Rifle

Spawns in

Guns
Items

Extra Info:
spaser rifle

Hue-vapored crysteel cocoons the gold/water mechanism that pinches light from wavelength to waveshort. Plasmon slag bubbles on the crest of the barrel like superheated sludge-life.

Weapon Class: Bows & Rifles
Accuracy: High

Perfect

The spaser rifle is a high-penetration missile weapon which creates a small cloud of plasma on its target (density of 80 at the point of impact, density of 40 in adjacent cells).[1][2]. After firing, it requires one round to cool down before it can be fired again. The plasma cloud damages nearby creatures and structural objects in a fashion similar to corrosive gas (though much more damaging per density against creatures; see the plasma page for detailed damage tables). It also applies the coated in plasma effect, which gives a -100 penalty to heat, cold, and electric resistances, makes it impossible for the affected object to return to ambient temperature, and removes all liquid coverings.

The one-handed counterpart of the spaser rifle is the spaser pistol, which can be dual-wielded without giant hands, but creates a much less dense cloud of plasma.[2]

References

  1. XRL.World.Parts.EmitGasOnHit
  2. 2.0 2.1 ObjectBlueprints.xml