Stun rod: Difference between revisions
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| unidentifiedaltname = weird artifact | | unidentifiedaltname = weird artifact | ||
| supportedmods = WeaponMods,CommonMods,ElectronicsMods | | supportedmods = WeaponMods,CommonMods,ElectronicsMods | ||
| desc = A | | desc = A long slate rod flares out at the collar to hold capacitors and a concussive corm. | ||
{{Qud shader|rules|{{(}}Strength Bonus Cap: 2 | {{Qud shader|rules|{{(}}Strength Bonus Cap: 2 | ||
Weapon Class: Cudgel (dazes on critical hit){{)}}}} | Weapon Class: Cudgel (dazes on critical hit){{)}}}} | ||
| categories = Cudgels | | categories = Cudgels | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> |
Latest revision as of 22:18, 18 January 2024
stun rod
Charge per Use
|
10 |
---|---|
Charge Used For
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Stun effect |
Complexity
|
1 |
Tier
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1 |
<001> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
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|
Skill Used
|
|
Potential
Mods? |
|
Character
|
\ |
ID?
|
Stun Rod |
Spawns in
|
|
Extra Info:
| |
Infobox data from game version 2.0.206.57
|
stun rod
A long slate rod flares out at the collar to hold capacitors and a concussive corm.
Strength Bonus Cap: 2
Weapon Class: Cudgel (dazes on critical hit)
A stun rod is a type of cudgel which, when powered, can stun enemies on hit. It is a part of the starting equipment for True Kin of the Artifex caste.
When powered, has a 25% chance to stun an enemy for 1d4 turns. While stunned, the enemy has a chance to make a toughness save each turn (difficulty 12) to snap out of the effect sooner.