Energy-loaded missile weapons: Difference between revisions
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Energy-loaded missile weapons are most commonly powered by [[energy cell]]s, but can also be powered from other sources, such as onboard power systems or [[Electrical Generation]]. | Energy-loaded missile weapons are most commonly powered by [[energy cell]]s, but can also be powered from other sources, such as onboard power systems or [[Electrical Generation]]. | ||
{{#cargo_query:tables=MissileWeaponData=MWD,GeneralData=GD,ArtifactData=AD | The following energy-loaded missile weapons gain a +2 bonus to their damage dice when [[overloaded]]: | ||
|join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=AD.JoinKey | |||
|fields=CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name,AD.ChargeUsed=Energy use,CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types | {{#cargo_query:tables=MissileWeaponData=MWD,GeneralData=GD,ArtifactData=AD,ExtraInfo=EI,ItemsTable=IT | ||
|where=AD.ChargeUsed IS NOT NULL | |join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=AD.JoinKey,MWD.JoinKey=EI.JoinKey,MWD.JoinKey=IT.JoinKey | ||
|fields= | |||
CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name, | |||
AD.ChargeUsed=Energy use, | |||
CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types, | |||
CONCAT('{{Heart}}',IT.Damage,'+2')=Damage When Overloaded | |||
|where=AD.ChargeUsed IS NOT NULL AND EI.Info LIKE '%EnergyAmmoLoader,,,%' | |||
|format=table | |||
}} | |||
The following energy-loaded missile weapons gain a different bonus to damage dice when [[overloaded]]: | |||
{{#cargo_query:tables=MissileWeaponData=MWD,GeneralData=GD,ArtifactData=AD,ExtraInfo=EI | |||
|join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=AD.JoinKey,MWD.JoinKey=EI.JoinKey | |||
|fields= | |||
CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name, | |||
AD.ChargeUsed=Energy use, | |||
CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types, | |||
CONCAT( | |||
CASE | |||
WHEN GD.PlainName = 'arc winder' | |||
THEN '{{Heart|W}}???' | |||
WHEN GD.PlainName = 'high-voltage arc winder' | |||
THEN '{{Heart|W}}???' | |||
END)=Damage When Overloaded | |||
|where=AD.ChargeUsed IS NOT NULL AND EI.Info NOT LIKE '%EnergyAmmoLoader,,,%' | |||
|format=table | |format=table | ||
}} | }} |
Revision as of 21:03, 15 November 2021
Energy-loaded missile weapons convert energy directly into projectiles or other effects. In a few cases, these weapons use energy to supplement another primary projectile or effect, such as the turbow using energy to supplement the damage of its arrows.
Energy-loaded missile weapons are most commonly powered by energy cells, but can also be powered from other sources, such as onboard power systems or Electrical Generation.
The following energy-loaded missile weapons gain a +2 bonus to their damage dice when overloaded:
Name | Energy use | Damage types | Damage When Overloaded |
---|---|---|---|
arc cannon | 70 | Electric | 1d6+2 |
blast cannon | 1,000 | 2d8+2 | |
blood-gradient hand vacuum | 100 | Exsanguination, Disintegrate | 1d8+2 |
chain laser | 150 | Light, Laser | 1d12+2 |
di-thermo beam | 350 | Fire, NonPenetrating | 1d12+2+2 |
eigenpistol | 250 | Disintegrate | 1d10+2 |
eigenrifle | 250 | Disintegrate | 1d12+2 |
electrobow | 50 | 1d6+2 | |
freeze ray | 500 | Cold, NonPenetrating | 1d4+2 |
grappling gun | 50 | Piercing | 1d2+2 |
hand rail | 500 | Light, Laser | 1d10+2 |
hypertractor | 400 | NonPenetrating | 0+2 |
laser pistol | 100 | Light, Laser | 1d10+2 |
laser rifle | 100 | Light, Laser | 1d12+2 |
light rail | 500 | Light, Laser | 1d12+2 |
)rondure of light | 100 | Light, Laser | 2d8+2 |
linear cannon | 750 | Vorpal | 2d12+2 |
longreach grappling gun | 80 | Piercing | 1d2+2 |
naser cannon | 1,200 | Light, Laser, Normality | 1d12+2 |
normality gas pump | 100 | Normality | 0+2 |
nullray pistol | 5,000 | 0+2 | |
phase cannon | 7,500 | Disintegrate | 4d12+2 |
point-defense drone | 102 | Light, Laser | 1d10+2 |
point-defense laser | 100 | Light, Laser | 1d10+2 |
space inverter | 100 | Light, Laser | 1d10+2 |
spaser pistol | 1,000 | Light, Laser | 1d10+2 |
spaser rifle | 1,000 | Plasma | 1d12+2 |
turbow | 20 | ||
vertical launcher | 100 | Light, Laser | 1d8+2 |
The following energy-loaded missile weapons gain a different bonus to damage dice when overloaded:
Name | Energy use | Damage types | Damage When Overloaded |
---|---|---|---|
arc winder | 300 | Electric, Shock | ??? |
high-voltage arc winder | 425 | Electric, Shock | ??? |