Energy-loaded missile weapons: Difference between revisions
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Energy-loaded missile weapons convert | Energy-loaded missile weapons convert electrical [[power|charge]] directly into projectiles or other effects. In a few cases, these weapons use their charge input to supplement another primary projectile or effect, such as the {{favilink|turbow}} using its charge to supplement the damage of its arrows. | ||
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]]. | ||
== Overload Effects == | |||
The following energy-loaded missile weapons gain a +2 bonus to their damage dice when [[overloaded]]: | The following energy-loaded missile weapons gain a +2 bonus to their damage dice when [[overloaded]]: | ||
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|join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=AD.JoinKey,MWD.JoinKey=EI.JoinKey,MWD.JoinKey=IT.JoinKey | |join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=AD.JoinKey,MWD.JoinKey=EI.JoinKey,MWD.JoinKey=IT.JoinKey | ||
|fields= | |fields= | ||
CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name, | |||
AD.ChargeUsed= | CONCAT(CASE | ||
WHEN GD.ObjectID = 'Naser Cannon' | |||
THEN '{{(}}favilink{{!}}galgal{{!}}possessive{{)}}' | |||
WHEN GD.ObjectID = 'LightLock' | |||
THEN '{{(}}favilink{{!}}conservator{{!}}possessive{{)}}' | |||
WHEN GD.ObjectID = 'Point-Defense Laser' | |||
THEN '{{(}}favilink{{!}}anomaly extinguisher{{!}}possessive{{)}}' | |||
ELSE '' | |||
END,'{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name, | |||
AD.ChargeUsed=Charge use, | |||
CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types, | CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types, | ||
CONCAT('{{Heart}}',IT.Damage,'+2')=Damage When Overloaded | CONCAT('{{Heart}}',IT.Damage,'+2')=Damage When Overloaded | ||
|where=AD.ChargeUsed IS NOT NULL AND EI.Info LIKE '%EnergyAmmoLoader,,,%' | |where=AD.ChargeUsed IS NOT NULL AND EI.Info LIKE '%EnergyAmmoLoader,,,%' | ||
|format=table | |format=table | ||
}} | }} | ||
The following energy-loaded missile weapons gain | The following energy-loaded missile weapons gain 2-3 additional damage dice when [[overloaded]]: | ||
{{#cargo_query:tables=MissileWeaponData=MWD,GeneralData=GD,ArtifactData=AD,ExtraInfo=EI | {{#cargo_query:tables=MissileWeaponData=MWD,GeneralData=GD,ArtifactData=AD,ExtraInfo=EI | ||
Line 22: | Line 37: | ||
|fields= | |fields= | ||
CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name, | CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name, | ||
AD.ChargeUsed= | AD.ChargeUsed=Charge use, | ||
CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types, | CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types, | ||
CONCAT( | CONCAT( | ||
CASE | CASE | ||
WHEN GD.PlainName = 'arc winder' | WHEN GD.PlainName = 'arc winder' | ||
THEN '{{Heart|W}} | THEN '{{Heart|W}}6d4' | ||
WHEN GD.PlainName = 'high-voltage arc winder' | WHEN GD.PlainName = 'high-voltage arc winder' | ||
THEN '{{Heart|W}} | THEN '{{Heart|W}}9d4' | ||
END)=Damage When Overloaded | END)=Damage When Overloaded | ||
|where=AD.ChargeUsed IS NOT NULL AND EI.Info NOT LIKE '%EnergyAmmoLoader,,,%' | |where=AD.ChargeUsed IS NOT NULL AND EI.Info NOT LIKE '%EnergyAmmoLoader,,,%' | ||
|format=table | |format=table | ||
}} | }} |
Latest revision as of 00:32, 3 May 2022
Energy-loaded missile weapons convert electrical charge directly into projectiles or other effects. In a few cases, these weapons use their charge input to supplement another primary projectile or effect, such as the turbow using its charge 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.
Overload Effects
The following energy-loaded missile weapons gain a +2 bonus to their damage dice when overloaded:
Name | Charge 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 |
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 |
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 |
anomaly extinguisher'spoint-defense laser | 100 | Light, Laser | 1d10+2 |
galgal'snaser cannon | 1,200 | Light, Laser, Normality | 1d12+2 |
The following energy-loaded missile weapons gain 2-3 additional damage dice when overloaded:
Name | Charge use | Damage types | Damage When Overloaded |
---|---|---|---|
arc winder | 300 | Electric, Shock | 6d4 |
high-voltage arc winder | 425 | Electric, Shock | 9d4 |