Space inverter

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space inverter
9
PV
♥
1d10
average: 5.5range: 1-10
$
750.00
Commerce Value
4
lbs.
Weight

Light
Laser

Ammo Type

energy

Accuracy
Shots per Action

1

Ammo per Action

1

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

Weapon Power

Complexity

7

Tier

7

<0007>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker III

Skill Used

Pistol

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

missile weapon, firearm, general, pistol, electronics, beam weapon

Character

)

ID?Use this ID to Wish for the item

Space Inverter

Spawns in

Guns
Items

Extra Info:
space inverter

Behind the muzzle, a glass-bound nimbus of unstable spacetime curls around an astral tether. The trigger mechanism cuts the tether and out-vacuums the anomaly to the free world.

Weapon Class: Pistol
Accuracy: High

Perfect

The space inverter is a ranged pistol that swaps the position of attacker and target if it hits.

Beamsplitter interaction

If modded with beamsplitter, the attacker will be swapped with one of the targets hit, chosen at random. The other impact points will spawn friendly but temporary clones akin to Temporal Fugue. These clones last for 5 rounds.[1]

  1. XRL.World.Parts.SwapOnHit