Difference between revisions of "Electroshock Pistol"
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{{tabbed infobox | {{tabbed infobox | ||
− | | tab1 = | + | | tab1 = Basic model |
− | | tab2 = | + | | tab2 = Amplified |
+ | | tab3 = Smart | ||
}} | }} | ||
− | '''Electroshock | + | '''Electroshock Pistol''' is a type of [[Energy Pistols|energy pistol]]. {{Infobox quality note|50}} |
+ | |||
+ | == Description == | ||
+ | Unlike firearms, electroshock pistols deal {{Electricity}} damage which is less resisted than conventional mechanical damage and robots are especially vulnerable against it. The electricity stuns both organic and robotic targets and can also jump between targets. Only the primary target can be stunned. Electroshock pistols can use any kind of batteries as their ammo. | ||
== Crafting == | == Crafting == | ||
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== Variants == | == Variants == | ||
+ | Quality of the emitter determines the damage potential and durability of energy weapons. | ||
+ | |||
=== Energy core === | === Energy core === | ||
[[File:Electroshock Pistol plasmacore.png]] '''Plasma core''' | [[File:Electroshock Pistol plasmacore.png]] '''Plasma core''' |
Revision as of 09:09, 21 April 2016
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This electroshock pistol is powered by a plasma core. | |||
Damage: 11-34 (Electricity) | |||
Impact speed: Very High | |||
Base action points: 30 AP | |||
Range: 7 (optimal: 5) | |||
Critical chance: 5% | |||
Critical damage bonus: 100% | |||
On hit: There's a 50% chance that the original target is stunned for 1 turn, after which the electrical bolt jumps up to 3 times, each time dealing damage equal to 65% of damage dealt to the previous target. It can hit the same target multiple times, but needs at least two targets to jump between. | |||
Energy usage per shot: 6.5 | |||
Energy: 47 | |||
Durability: 690 / 690 (electronic) | |||
Can be disassembled. | |||
Weight: 2.25 | |||
Value: 9500
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This electroshock pistol is powered by a plasma core. It sports a circular wave amplifier that periodically amplifies energy output. | |||
Damage: 11-34 (Electricity) | |||
Impact speed: Very High | |||
Base action points: 30 AP | |||
Range: 7 (optimal: 5) | |||
Critical chance: 5% | |||
Critical damage bonus: 185% | |||
On hit: There's a 50% chance that the original target is stunned for 1 turn, after which the electrical bolt jumps up to 3 times, each time dealing damage equal to 65% of damage dealt to the previous target. It can hit the same target multiple times, but needs at least two targets to jump between. | |||
Energy usage per shot: 8.2 | |||
Energy: 47 | |||
Durability: 690 / 690 (electronic) | |||
Can be disassembled. | |||
Weight: 2.35 | |||
Value: 12200
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This electroshock pistol is powered by a plasma core. It sports a module that runs targeting assistance software which increases efficiency of precision shots. | |||
Damage: 11-34 (Electricity) | |||
Impact speed: Very High | |||
Base action points: 30 AP | |||
Range: 7 (optimal: 5) | |||
Critical chance: 5% | |||
Critical damage bonus: 100% | |||
On hit: There's a 50% chance that the original target is stunned for 1 turn, after which the electrical bolt jumps up to 3 times, each time dealing damage equal to 65% of damage dealt to the previous target. It can hit the same target multiple times, but needs at least two targets to jump between. | |||
Equip: Damage of special attacks increased by 30% | |||
Energy usage per shot: 6.5 | |||
Energy: 47 | |||
Durability: 690 / 690 (electronic) | |||
Can be disassembled. | |||
Weight: 2.25 | |||
Value: 9500
|
Electroshock Pistol is a type of energy pistol. All infobox examples on this article are crafted from Quality 50 components unless noted otherwise.
Description
Unlike firearms, electroshock pistols deal Electricity damage which is less resisted than conventional mechanical damage and robots are especially vulnerable against it. The electricity stuns both organic and robotic targets and can also jump between targets. Only the primary target can be stunned. Electroshock pistols can use any kind of batteries as their ammo.
Crafting
Electroshock Pistol can be crafted with Blueprint: Energy Pistol.
Variants
Quality of the emitter determines the damage potential and durability of energy weapons.
Energy core
Enhancements
Amplified (increased critical damage bonus)
Smart (increases damage of special attacks)
Complete name variant list |
Ammo