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(Added a fact about the drum-loaded interaction with the weapon) |
Trashmonks (talk | contribs) |
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| candisassemble = yes | | candisassemble = yes | ||
| colorstr = &c | | colorstr = &c | ||
| tilecolors = | | tilecolors = cy | ||
| renderstr = ) | | renderstr = ) | ||
| extra = {{Extra info|twohanded = yes | metal = yes}} | | extra = {{Extra info|twohanded = yes | metal = yes}} | ||
| inheritingfrom = | | inheritingfrom = BaseMagazineHeavyWeapon | ||
| | | dynamictable = {{Dynamic object|Items|Grenade Launcher}} | ||
| desc = | | unidentifiedimage = grenade launcher unidentified.png | ||
| unidentifiedname = strange tubes | |||
| unidentifiedaltname = strange tubes | |||
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,HeavyWeaponMods,MagazineMods | |||
| desc = The tick of a firing pin against steel makes the fauna start. A chrome sight eases the arc of the parabola. | |||
{{Qud shader|rules|{{(}}Weapon Class: Heavy Weapon | {{Qud shader|rules|{{(}}Weapon Class: Heavy Weapon | ||
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-25 move speed{{)}}}} | -25 move speed{{)}}}} | ||
| categories = Heavy Weapons | | categories = Heavy Weapons | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE -->The {{name}} is a mid-tier missile weapon that uses [[:Category:Grenades|grenades]] as ammo, and allows the user to fire grenades more accurately and at a much larger distance than they can normally be thrown. The grenades are fired similarly to how a lead slug would be fired from a [[:Category:Rifles|rifle]] weapon. If the shot does not hit anything before reaching the edge of the screen, the fired grenade will not explode or cause any effects, it will simply disappear off-screen. If modified with drum-loaded it will load 2 grenades from the same stack, but can not be used to load 2 separate grenades from different stacks. | <!-- END QBE -->The {{name}} is a mid-tier missile weapon that uses [[:Category:Grenades|grenades]] as ammo, and allows the user to fire grenades more accurately and at a much larger distance than they can normally be thrown. The grenades are fired similarly to how a lead slug would be fired from a [[:Category:Rifles|rifle]] weapon. If the shot does not hit anything before reaching the edge of the screen, the fired grenade will not explode or cause any effects, it will simply disappear off-screen. If modified with drum-loaded it will load 2 grenades from the same stack, but can not be used to load 2 separate grenades from different stacks. | ||
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The {{name}} can be: | The {{name}} can be: | ||
* Found as random loot in [[zone tier|mid-tier zones]] or occasionally equipped by mid-tier creatures. | * Found as random loot in [[zone tier|mid-tier zones]] or occasionally equipped by mid-tier creatures. | ||
** Notably, {{favilink|Gunner-Knight Templar|plural}} have a | ** Notably, {{favilink|Gunner-Knight Templar|plural}} have a 11.6% chance to be carrying a {{name}} (along with {{dice tooltip|6-10}} random mk III grenades).<ref><code>PopulationTables.xml</code> ''(population: GunnerKnightTemplarGuns)''</ref> | ||
** {{favilink|mechanimist rummager|plural}} have about a 1% chance of spawning with a {{name}}.{{Code Reference|namespace=XRL.World.Encounters.EncounterObjectBuilders|class=RummagerJunk}} | ** {{favilink|mechanimist rummager|plural}} have about a 1% chance of spawning with a {{name}}.{{Code Reference|namespace=XRL.World.Encounters.EncounterObjectBuilders|class=RummagerJunk}} | ||
* Crafted with the [[Tinker I]] skill, after obtaining the required [[schematic]]. | * Crafted with the [[Tinker I]] skill, after obtaining the required [[schematic]]. |