Scoped masterwork carbine: Difference between revisions

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imported>Jessefivey
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{Item
{{Item
| title = {{Qud text|scoped &amp;Ymasterwork &amp;ycarbine}}
| title = {{Qud text|&amp;R♂&amp;y scoped &amp;Ymasterwork &amp;ycarbine}}
| image = scoped masterwork carbine.png
| image = scoped masterwork carbine.png
| overrideimages = {{altimage start}}{{altimage | scoped masterwork carbine identified.png | type = identified}}{{altimage | scoped masterwork carbine unidentified.png | type = unidentified}}{{altimage end}}
| overrideimages = {{altimage start}}{{altimage | scoped masterwork carbine identified.png | type = identified}}{{altimage | scoped masterwork carbine unidentified.png | type = unidentified}}{{altimage end}}
Line 20: Line 20:
| id = MasterworkCarbine
| id = MasterworkCarbine
| complexity = 3
| complexity = 3
| tier = 4
| tier = 3
| bits = 0014
| bits = 0014
| canbuild = no
| canbuild = yes
| candisassemble = yes
| candisassemble = yes
| tilecolors = yw
| tilecolors = yw
Line 29: Line 29:
| extra = {{Extra info|twohanded = yes | metal = yes}}
| extra = {{Extra info|twohanded = yes | metal = yes}}
| inheritingfrom = Carbine
| inheritingfrom = Carbine
| dynamictable = {{Dynamic object|Guns|MasterworkCarbine}}
| dynamictable = {{Dynamic object|Guns|MasterworkCarbine}} </br>{{Dynamic object|Items|MasterworkCarbine}}
| unidentifiedinfo = {{Unidentified info | tile = scoped masterwork carbine unidentified.png | name = weird artifact | altname = rifle }}
| unidentifiedimage = scoped masterwork carbine unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = rifle
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,RifleMods,MagazineMods
| modcount = 2
| modcount = 2
| mods = {{ModID to name|ModScoped|1}} </br>{{ModID to name|ModMasterwork|1}}
| mods = {{ModID to name|ModScoped|1}} </br>{{ModID to name|ModMasterwork|1}}
| desc = A composite carbine of exceptional craftbearship.
| desc = Carbon steel gleams on its sawed muzzle. A dented butt stock cuts at right angle to the shoulder.


{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
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&R♂&C: This weapon bears the mark of Sparafucile.
&R♂&C: This weapon bears the mark of Sparafucile.
| categories = Rifles
| categories = Rifles
| gameversion = 2.0.201.69
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
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The {{name}}, (or, fanonically, the '''Sparbine''', named after its maker, {{favilink | Sparafucile}}) is a unique {{favilink | carbine}} with several distinctive characteristics. In this article, the {{name}} will be referred to as the '''Sparbine''' to prevent confusion with a normal carbine modded with [[Scoped]] and [[Masterwork]].  
The {{name}}, (or, fanonically, the '''Sparbine''', named after its maker, {{favilink | Sparafucile}}) is a unique {{favilink | carbine}} with several distinctive characteristics. In this article, the {{name}} will be referred to as the '''Sparbine''' to prevent confusion with a normal carbine modded with [[Scoped]] and [[Masterwork]].  


As implied by its name, it always comes modded to be both [[scoped]] and [[masterwork]], however, unlike a normal carbine, it can generate with a third modification. The third mod must not be [[scoped]] or [[masterwork]].
As implied by its name, it always comes modded to be both scoped and masterwork, however, unlike a normal carbine, it can generate with a third modification. The third mod must not be scoped or masterwork.


In addition to its modification, the Sparbine weights less than a standard carbine, being 1# lighter. It also bears the mark of Sparafucile ({{qud char|&amp;R|♂}}).
In addition to its modification, the Sparbine weights less than a standard carbine, being {{Pounds|1}} lighter. It also bears the mark of Sparafucile ({{qud char|&amp;R|♂}}). Besides its weight and mark, it's possible to mod an ordinary carbine to be the same as the Sparbine.
 
It's possible for a normal carbine to be generated or modded to have the same display name as the Sparbine. It can be distinguished from a normal carbine with the same mods by looking at their descriptions (see the respective wiki articles for what to expect) and comparing their weight (as just mentioned).


== Tips ==
== Tips ==
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* The Sparbine remains an excellent weapon through late game, capable of quickly downing most threats whose armor it can penetrate.
* The Sparbine remains an excellent weapon through late game, capable of quickly downing most threats whose armor it can penetrate.
* Once the player has downed a few {{favilink | rifle turret | plural}} or {{favilink | musket turret | plural}} or, better yet, {{favilink | chaingun turret | plural}}, they will probably have as much ammo for it as they are likely to need.
* Once the player has downed a few {{favilink | rifle turret | plural}} or {{favilink | musket turret | plural}} or, better yet, {{favilink | chaingun turret | plural}}, they will probably have as much ammo for it as they are likely to need.
* Consider complementing it with another ranged weapon with greater PV for more armored threats, such as an {{favilink | eigenrifle}} or a {{favilink | phase cannon}}.
* Consider complementing it with another ranged weapon with greater {{PV}}[[PV]] for more armored threats, such as an {{favilink | eigenrifle}} or a {{favilink | phase cannon}}.
*Combining the Sparbine with [[cooking effect]] that triggers a damaging mutation, such as [[Pyrokinesis]], on critical hits can increase damage output to absurd levels, since the Sparbine usually scores at least one critical hit and often two or three per attack.
*Combining the Sparbine with [[cooking effect]] that triggers a damaging mutation, such as {{favilink|Pyrokinesis}}, on critical hits can increase damage output to absurd levels, since the Sparbine usually scores at least one critical hit and often two or three per attack.
{{#cargo_store:_table=GeneralData|Image=carbine.png|DisplayName={{Qud text|Sparbine}}|PlainName=Sparbine|DisplayChar={{qud char|&y|)}}}}
{{#cargo_store:_table=GeneralData|Image=carbine.png|DisplayName={{Qud text|Sparbine}}|PlainName=Sparbine|DisplayChar={{qud char|&y|)}}}}
{{Missile Weapon Navbox}}
{{Missile Weapon Navbox}}

Latest revision as of 21:34, 18 January 2024

scoped masterwork carbine
9
PV
♥
1d8
average: 4.5range: 1-8
$
200.00
Commerce Value
10
lbs.
Weight
Ammo Type

lead slug

Accuracy
Shots per Action

3

Ammo per Action

3

Max Ammo

24

Complexity

3

Tier

5 (3+2)

<0014>

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, magazine

Character

)

ID?Use this ID to Wish for the item

MasterworkCarbine

Spawns in

Guns
Items

Modifications

Scoped
Masterwork

Extra Info:
  • Requires two hands to wield
  • Made out of Metal
scoped masterwork carbine

Carbon steel gleams on its sawed muzzle. A dented butt stock cuts at right angle to the shoulder.

Weapon Class: Bows & Rifles
Accuracy: Low
Multiple ammo used per shot: 3
Multiple projectiles per shot: 3

: This weapon bears the mark of Sparafucile.

Perfect

The scoped masterwork carbine, (or, fanonically, the Sparbine, named after its maker, Sparafucile) is a unique carbine with several distinctive characteristics. In this article, the scoped masterwork carbine will be referred to as the Sparbine to prevent confusion with a normal carbine modded with Scoped and Masterwork.

As implied by its name, it always comes modded to be both scoped and masterwork, however, unlike a normal carbine, it can generate with a third modification. The third mod must not be scoped or masterwork.

In addition to its modification, the Sparbine weights less than a standard carbine, being 1# lighter. It also bears the mark of Sparafucile (). Besides its weight and mark, it's possible to mod an ordinary carbine to be the same as the Sparbine.

Tips

This section is opinion-based. Your mileage may vary.
  • The Sparbine remains an excellent weapon through late game, capable of quickly downing most threats whose armor it can penetrate.
  • Once the player has downed a few rifle turrets or musket turrets or, better yet, chaingun turrets, they will probably have as much ammo for it as they are likely to need.
  • Consider complementing it with another ranged weapon with greater PV for more armored threats, such as an eigenrifle or a phase cannon.
  • Combining the Sparbine with cooking effect that triggers a damaging mutation, such as Pyrokinesis, on critical hits can increase damage output to absurd levels, since the Sparbine usually scores at least one critical hit and often two or three per attack.