Energy-loaded missile weapons: Difference between revisions

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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 {{favilink|turbow}} using energy to supplement the damage of its arrows.
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]].


{{#cargo_query:tables=MissileWeaponData=MWD,GeneralData=GD,ItemsTable=IT
== Overload Effects ==
|join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=IT.JoinKey
 
|fields=CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name,IT.ChargeUsed=Energy use,CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}},&nbsp;{{)}}')=Damage types
The following energy-loaded missile weapons gain a +2 bonus to their damage dice when [[overloaded]]:
|where=IT.ChargeUsed IS NOT NULL
 
|format=ul
{{#cargo_query:tables=MissileWeaponData=MWD,GeneralData=GD,ArtifactData=AD,ExtraInfo=EI,ItemsTable=IT
|join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=AD.JoinKey,MWD.JoinKey=EI.JoinKey,MWD.JoinKey=IT.JoinKey
|fields=
 
    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>{{!}},&nbsp;{{)}}')=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 2-3 additional 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=Charge use,
    CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}},&nbsp;{{)}}')=Damage types,
    CONCAT(
      CASE
          WHEN GD.PlainName = 'arc winder'
          THEN '{{Heart|W}}6d4'
          WHEN GD.PlainName = 'high-voltage arc winder'
          THEN '{{Heart|W}}9d4'
      END)=Damage When Overloaded
|where=AD.ChargeUsed IS NOT NULL AND EI.Info NOT LIKE '%EnergyAmmoLoader,,,%'
|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's point-defense laser 100 Light, Laser  1d10+2
 galgal's naser 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