Laser rifle

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 Solar cell: 25 usesFidget 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.
  1. 1.0 1.1 ObjectBlueprints.xml
  2. XRL.World.Parts.BlinkOnDamage