Recoiler: Difference between revisions

226 bytes added ,  19:47, 18 November 2021
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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 a specific 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 that have a path to the player. 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.
 
Surrounding oneself with a {{favilink|Force Bubble}} or similar can allow the use of a recoiler even if hostile enemies are nearby, as long as those enemies have no clear path to the player.


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]]).
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]]).