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(explicate Jacked interaction) |
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'''Recoilers''' teleport players to another location in the world when used. In order to be used, they need a power cell installed. A player can only activate a recoiler if there are no hostiles within a radius of 7 tiles. Recoilers generally take 2500 charge units of energy to activate, meaning they can be activated while powered by a fully charged {{favilink|solar cell|plural}} or {{favilink|fidget cell|plural}}. Note that if there is not enough energy in the energy cell, the recoiler will drain all of the cell's remaining energy but fail to activate. | '''Recoilers''' teleport players to another location in the world when used. In order to be used, they need a power cell installed. A player can only activate a recoiler if there are no hostiles within a radius of 7 tiles. Recoilers generally take 2500 charge units of energy to activate, meaning they can be activated while powered by a fully charged {{favilink|solar cell|plural}} or {{favilink|fidget cell|plural}}. Note that if there is not enough energy in the energy cell, the recoiler will drain all of the cell's remaining energy but fail to activate. | ||
Note that for [[jacked]] recoilers to draw on charge provided by a {{favilink|biodynamic power plant}} or [[Electrical Generation]], the recoiler must be equipped in a hand (as indicated by the rules text of [[Jacked]]). | |||
Some recoilers are predefined for certain places in the game. | Some recoilers are predefined for certain places in the game. |
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