Laser rifle: Difference between revisions

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imported>Trashmonks
(Updated by syntaxaire with game version 2.0.199.5 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(27 intermediate revisions by 5 users not shown)
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{{As Of Patch|2.0.199.5}}
{{Item
{{Item
| title = {{Qud text|&amp;Claser&amp;y rifle}}
| title = {{Qud text|{{Qud shader|C|{{(}}laser{{)}}}} rifle}}
| image = laser rifle.png
| image = laser rifle.png
| overrideimages = {{altimage start}}{{altimage | laser rifle identified.png | type = identified}}{{altimage | laser rifle unidentified.png | type = unidentified}}{{altimage end}}
| pv = 9
| pv = 9
| maxpv = 9
| maxpv = 9
| damage = 1d12
| damage = 1d12
| weight = 9
| weight = 9
| featureweightinfo = yes
| commerce = 750
| commerce = 750
| weaponskill = {{SkillID to name|Rifle}}
| weaponskill = {{SkillID to name|Rifle}}
| ammo = energy
| ammo = energy
| ammodamagetypes = Light</br>Heat
| ammodamagetypes = Light</br>Laser
| energycellrequired = yes
| ismissile = yes
| accuracy = 2
| accuracy = 2
| shots = 1
| shots = 1
| ammoperaction = 1
| chargeused = 100
| chargeused = 100
| chargefunction = Weapon power
| chargefunction = Weapon Power
| id = Laser Rifle
| id = Laser Rifle
| complexity = 5
| complexity = 4
| tier = 4
| tier = 4
| bits = 0004
| bits = 0004
| canbuild = yes
| canbuild = yes
| candisassemble = yes
| candisassemble = yes
| colorstr = &amp;c
| colorstr = &amp;C
| tilecolors = Cw
| renderstr = )
| renderstr = )
| extra = {{Extra info|empsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes | energyammoloader = yes}}
| inheritingfrom = BaseRifle
| inheritingfrom = BaseRifle
| dynamictable = {{Dynamic object|Guns|Laser Rifle}}
| dynamictable = {{Dynamic object|Guns|Laser Rifle}} </br>{{Dynamic object|Items|Laser Rifle}}
| desc = This is a sylphlike rifle of plastic the color of slate. Its barrel is composed of slim, telescoped cylinders and its grip is wider than it is long.
| unidentifiedimage = laser rifle unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = rifle
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,RifleMods,ElectronicsMods,BeamWeaponMods
| desc = Telescoped cylinders pinch the mirror point, and under them grows a sylph-like stock of sea-ferried nutwood.
 
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
Accuracy: High{{)}}}}
| categories = Rifles
| categories = Rifles
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
{{No Description}}
The {{name}} is a mid-tier [[:Category:Rifles|rifle]] that is powered by [[:Category:Energy Cells|energy cells]] and has reasonably good [[penetration]] and [[damage]] potential.
 
== Obtaining ==
The {{name}} can be:
* Found as random loot in [[zone tier|mid-tier or high-tier zones]] or occasionally equipped by random creatures.
* Found as a guaranteed loot drop from {{favilink|mercurial|plural}}, who will also be carrying 3 {{favilink|chem cell|plural}}<ref name="ObjectBlueprints"><code>ObjectBlueprints.xml</code></ref>. However, note that the {{qud shader|mercurial|mercurial}} will teleport away from its attacker when it is killed, displacing this loot into a random location in the current zone.{{Code Reference|class=BlinkOnDamage}}
* Crafted with the [[Tinker II]] skill, after obtaining the required [[schematic]].
* [[Disarmed]] from {{favilink|laser turret|plural}}.
* Found held by {{favilink|Hortensa}}, {{favilink|Iseppa}}, and {{favilink|Neek}}, but none of them will part with it willingly.<ref name="ObjectBlueprints" />
 
== Considerations ==
{{Opinion}}
* The {{name}} occupies a somewhat unimpressive "middle child" role in the progression of rifle-class weapons. Using a lower-tier and more common {{favilink|electrobow}} (higher accuracy, higher penetration, provides an 8-tile light radius, consumes only half as much power) or a {{favilink|carbine}}/{{favilink|sparbine}} (triple the number of shots per action with similar damage potential, does not require energy cells) is often preferable until the player can find a higher-tier rifle such as the {{favilink|eigenrifle}}.
 
== References ==
{{As Of Patch|2.0.201.49}}
<references />
 
{{Missile Weapon Navbox}}


[[Category:Rifles]]
[[Category:Rifles]]

Latest revision as of 21:34, 18 January 2024

laser rifle
9
PV
♥
1d12
average: 6.5range: 1-12
$
750.00
Commerce Value
9
lbs.
Weight

Light
Laser

Ammo Type

energy

Accuracy
Shots per Action

1

Ammo per Action

1

Charge per Use

100 Fidget cell: 25 usesSolar cell: 25 usesLead-acid cell: 40 usesCombustion cell: 60 usesChem cell: 100 usesThermoelectric cell: 400 usesBiodynamic cell: 600 usesNuclear cell: 1000 usesAntimatter cell: 2000 usesMecha power core: 5000 uses

Charge Used For

Weapon Power

Complexity

4

Tier

4

<0004>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Bow and Rifle

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

missile weapon, firearm, general, rifle, electronics, beam weapon

Character

)

ID?Use this ID to Wish for the item

Laser Rifle

Spawns in

Guns
Items

Extra Info:
laser rifle

Telescoped cylinders pinch the mirror point, and under them grows a sylph-like stock of sea-ferried nutwood.

Weapon Class: Bows & Rifles
Accuracy: High

Perfect

The laser rifle is a mid-tier rifle that is powered by energy cells and has reasonably good penetration and damage potential.

Obtaining

The laser rifle can be:

Considerations

This section is opinion-based. Your mileage may vary.
  • The laser rifle occupies a somewhat unimpressive "middle child" role in the progression of rifle-class weapons. Using a lower-tier and more common electrobow (higher accuracy, higher penetration, provides an 8-tile light radius, consumes only half as much power) or a carbine/Sparbine (triple the number of shots per action with similar damage potential, does not require energy cells) is often preferable until the player can find a higher-tier rifle such as the eigenrifle.

References

This information is reliable as of patch 2.0.201.49. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.49.
  1. 1.0 1.1 ObjectBlueprints.xml
  2. XRL.World.Parts.BlinkOnDamage