Spaser rifle

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Revision as of 12:03, 5 November 2021 by Illuminatiswag (talk | contribs) (More plasma details and fixed some minor formatting stuff)
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spaser rifle
14
PV
♥
1d12
average: 6.5range: 1-12
$
2000.00
Commerce Value
16
lbs.
Weight

Light
Laser

Ammo Type

energy

Accuracy
Shots per Action

1

Ammo per Action

1

Charge per Use

1000 Solar cell: 2 usesFidget cell: 2 usesLead-acid cell: 4 usesCombustion cell: 6 usesChem cell: 10 usesThermoelectric cell: 40 usesBiodynamic cell: 60 usesNuclear cell: 100 usesAntimatter cell: 200 usesMecha power core: 500 uses

Charge Used For

Weapon Power

Complexity

7

Tier

7

<0007>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker III

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

Spaser Rifle

Spawns in

Guns
Items

Extra Info:
spaser rifle

Hue-vapored crysteel cocoons the gold/water mechanism that pinches light from wavelength to waveshort. Plasmon slag bubbles on the crest of the barrel like superheated sludge-life.

Weapon Class: Bows & Rifles
Accuracy: High

Perfect

The spaser rifle is a high-penetration missile weapon which creates a small cloud of plasma at the point of impact. After firing, it requires one round to cool down before it can be fired again. The plasma cloud damages nearby creatures and structural objects in a fashion similar to corrosive gas (though much more damaging per density against creatures; see the plasma page for detailed damage tables). It also applies the coated in plasma effect, which gives a -100 penalty to heat, cold, and electric resistances, makes it impossible for the affected object to return to ambient temperature, and removes all liquid coverings.