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(Added the weapon's CommerceValue to the additional notes section.) |
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__NOTOC__<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. --> | __NOTOC__ | ||
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. --> | |||
{{Item | {{Item | ||
| title = {{Qud text|blood-gradient hand vacuum}} | | title = {{Qud text|blood-gradient hand vacuum}} | ||
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| accuracy = 6 | | accuracy = 6 | ||
| shots = 1 | | shots = 1 | ||
| ammoperaction = 1 | |||
| maxvol = 8 | | maxvol = 8 | ||
| | | liquidgentype = blood | ||
| | | liquidgenrate = 800 | ||
| chargeperdram = 7500 | |||
| dramsperuse = 1 | |||
| chargeused = 100 | | chargeused = 100 | ||
| chargefunction = Weapon Power | | chargefunction = Weapon Power | ||
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| candisassemble = yes | | candisassemble = yes | ||
| colorstr = &r | | colorstr = &r | ||
| tilecolors = Kr | |||
| renderstr = ) | | renderstr = ) | ||
| extra = {{Extra info|empsensitive = yes | twohanded = no | realitydistortionbased = yes | leakswhenbroken = 10-20}} | | extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = no | energyammoloader = yes | realitydistortionbased = yes | leakswhenbroken = 10-20}} | ||
| inheritingfrom = BasePistol | | inheritingfrom = BasePistol | ||
| dynamictable = {{Dynamic object|Guns|Blood-Gradient Hand Vacuum}} | | dynamictable = {{Dynamic object|Guns|Blood-Gradient Hand Vacuum}} </br>{{Dynamic object|Items|Blood-Gradient Hand Vacuum}} | ||
| desc = | | unidentifiedimage = bloodgradient hand vacuum unidentified.png | ||
| unidentifiedname = weird artifact | |||
| unidentifiedaltname = pistol | |||
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,PistolMods,ElectronicsMods,BeamWeaponMods | |||
| desc = Blood sieved of chunky pieces sloshes around a cannister of tetraxenonoglass. Vacuum pressure sucks air in through the barrel, and slits on the slide stop vent a metronomic belch. | |||
{{Qud shader|rules|{{(}}Weapon Class: Pistol | |||
Accuracy: Medium{{)}}}} | |||
{{Qud shader|rules|{{(}}Compute power on the local lattice decreases the time needed for this item to generate ammunition.{{)}}}} | |||
| categories = Pistols | | categories = Pistols | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
A {{name}} is a mid-to-high tier [[pistol]], having a significant [[PV|penetration value]] of {{PV}}10. Although it does not have quite as high of a {{PV}}PV as some of the top-tier pistols, like the {{favilink|eigenpistol}}, {{favilink|hand rail}}, or {{favilink|spaser pistol}}, the hand vacuum has self replenishing ammo and can heal the wielder. | |||
The {{name}} has a {{favilink|blood}} reservoir | The {{name}} has a {{favilink|blood}} reservoir and it can store up to 13 biologically-generated ammo units. | ||
<div style="overflow:hidden;"> | |||
[[Image:Blood-gradient_hand_vacuum_diagram.png|float|left|class=scalable|alt="an example image of the blood gradient hand vacuum in the inventory, showing that it is currently holding 7 drams of blood and has 4 shots, denoted in square brackets."]] | |||
<div style="clear:left;"></div></div> | |||
The blood reservoir is used primarily to generate "ammo" for the {{name}}, but it also draws a small amount of [[energy]] from its blood reservoir whenever it fires a shot. | |||
When the pulse hits a living creature, the wielder will heal 80-100% of the damage done, subtracted by 1-2 points. A maximum of {{Heart}}{{dice tooltip|1d20+20}} per projectile can be healed with this method. This healing effect is [[Reality distortion|reality distorting]], so it will not work while astrally burdened or tethered.{{Code Reference|class=VampiricWeapon}} | |||
== Technical Components == | == Technical Components == | ||
{{name}} has the following technical components, each of which have special effects. The operational status of these components can be seen if the looker has access to a [[Scanning#Techscanning|techscanning]] apparatus. Each of the components must be "Operational" to function. | {{name}} has the following technical components, each of which have special effects. The operational status of these components can be seen if the looker has access to a [[Scanning#Techscanning|techscanning]] apparatus. Each of the components must be "Operational" to function. | ||
* <code>ExsanguinationMicrotubules</code>: This component extracts blood from the body of the equipper. Every 800 turns, it will refill a single dram of blood into the {{name}}. Functionally, this acts as a slow but infinite recharge mechanism while the {{name}} is equipped.{{Code Reference|namespace=XRL.World.Parts|class=LiquidProducer}} | * <code>ExsanguinationMicrotubules</code>: This component extracts blood from the body of the equipper. Every 800 turns, it will refill a single dram of blood into the {{name}}. Functionally, this acts as a slow but infinite recharge mechanism while the {{name}} is equipped.{{Code Reference|namespace=XRL.World.Parts|class=LiquidProducer}} | ||
** This component will be operational only if equipped in a biological body slot. This typically means it must be equipped in one of a humanoid's default missile weapon equipment slots. It will not function while in the inventory or if equipped in a non-organic missile weapon equipment slot, such as the additional missile weapon slots granted by a | ** This component will be operational only if equipped in a biological body slot. This typically means it must be equipped in one of a humanoid's default missile weapon equipment slots. It will not function while in the inventory or if equipped in a non-organic missile weapon equipment slot, such as the additional missile weapon slots granted by a {{favilink|gun rack}} implant. | ||
* <code>VitalityTransferSystem</code>: This component generates ammo for the {{name}}. Every five turns, if blood is available in the reservoir, this component will fabricate 1 biologically-generated unit of ammo. The weapon can hold up to 13 units of ammo at a time. Each time that this component generates a unit of ammo, there is a 20% chance that it will consume 1 dram of blood from the weapon's reservoir.{{Code Reference|namespace=XRL.World.Parts|class=BioAmmoLoader}} | * <code>VitalityTransferSystem</code>: This component generates ammo for the {{name}}. Every five turns (or less, with [[compute power]]), if blood is available in the reservoir, this component will fabricate 1 biologically-generated unit of ammo. The weapon can hold up to 13 units of ammo at a time. Each time that this component generates a unit of ammo, there is a 20% chance that it will consume 1 dram of blood from the weapon's reservoir.{{Code Reference|namespace=XRL.World.Parts|class=BioAmmoLoader}} | ||
** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. It works whether or not the {{name}} is equipped; it will also generate ammo in the inventory. | ** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. It works whether or not the {{name}} is equipped; it will also generate ammo in the inventory. | ||
* <code>EnergyWeaponSystem</code>: This component fires the weapon. It consumes 100 [[charge]] each time it is fired. The charge is drawn from blood in the reservoir; but this tends not to have a significant noticeable effect on the blood available in the reservoir, because a single dram of blood can provide 7500 charge (enough to fire the weapon 75 times).{{Code Reference|namespace=XRL.World.Parts|class=EnergyAmmoLoader}} | * <code>EnergyWeaponSystem</code>: This component fires the weapon. It consumes 100 [[charge]] each time it is fired. The charge is drawn from blood in the reservoir; but this tends not to have a significant noticeable effect on the blood available in the reservoir, because a single dram of blood can provide 7500 charge (enough to fire the weapon 75 times).{{Code Reference|namespace=XRL.World.Parts|class=EnergyAmmoLoader}} | ||
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* Because its projectiles have the Disintegrate damage attribute, they are considered energy projectiles{{Code Reference|namespace=XRL.World.Parts|class=PointDefense}} and cannot be targeted by a {{favilink|point-defense drone}} or the {{favilink|anomaly extinguisher|possessive}} {{favilink|point-defense laser}}. | * Because its projectiles have the Disintegrate damage attribute, they are considered energy projectiles{{Code Reference|namespace=XRL.World.Parts|class=PointDefense}} and cannot be targeted by a {{favilink|point-defense drone}} or the {{favilink|anomaly extinguisher|possessive}} {{favilink|point-defense laser}}. | ||
* The Exsanguination damage attribute currently has no special effects or interactions with anything in game. | * The Exsanguination damage attribute currently has no special effects or interactions with anything in game. | ||
== Obtaining == | == Obtaining == | ||
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* Found as random loot in [[zone tier|high-tier zones]] or occasionally equipped by random creatures. | * Found as random loot in [[zone tier|high-tier zones]] or occasionally equipped by random creatures. | ||
* Obtained as a [[faction heirloom]] during [[The First Council of Omonporch]] if the player's chosen faction has an heirloom type of ''pistols''. Refer to the [[faction heirloom]]s page for details about the chance of obtaining an {{name}}. | * Obtained as a [[faction heirloom]] during [[The First Council of Omonporch]] if the player's chosen faction has an heirloom type of ''pistols''. Refer to the [[faction heirloom]]s page for details about the chance of obtaining an {{name}}. | ||
* Crafted with the [[Tinker II]] skill, after obtaining the required | * Crafted with the [[Tinker II]] skill, after obtaining the required {{favilink|data disk|schematic}}. | ||
* [[Disarmed]] from {{favilink| | * [[Disarmed]] from {{favilink|Blood-gradient vacuum turret|plural}}. | ||
== Advantages and Disadvantages == | == Advantages and Disadvantages == | ||
{{Opinion}} | {{Opinion}} | ||
=== Advantages === | === Advantages === | ||
* Has an infinitely recharging ammo supply, and uses a liquid that is relatively easy to find. | * Has an infinitely recharging ammo supply, and uses a liquid that is relatively easy to find. | ||
=== Disadvantages === | === Disadvantages === | ||
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== References == | == References == | ||
<references /> | <references /> | ||