Energy-loaded missile weapons: Difference between revisions

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     AD.ChargeUsed=Energy use,
     AD.ChargeUsed=Charge use,


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     CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name,
     AD.ChargeUsed=Energy use,
     AD.ChargeUsed=Charge use,
     CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}},&nbsp;{{)}}')=Damage types,
     CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}},&nbsp;{{)}}')=Damage types,
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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