Data:Naser cannon (galgal)

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naser cannon
15
PV
♥
1d12
average: 6.5range: 1-12
$
2000.00
Commerce Value

Light
Laser
Normality

Ammo Type

energy

Accuracy
Shots per Action

1

Ammo per Action

1

Charge per Use

1200 Solar cell: 2 usesFidget cell: 2 usesLead-acid cell: 3 usesCombustion cell: 5 usesChem cell: 8 usesThermoelectric cell: 33 usesBiodynamic cell: 50 usesNuclear cell: 83 usesAntimatter cell: 166 usesMecha power core: 416 uses

Charge Used For

Weapon Power [1000], Reality Stabilization [200]

Complexity

7

Tier

8

<0068>

Can Disassemble

yes

Can Build

no

Skill Used

Heavy Weapon

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

missile weapon, firearm, general, electronics, beam weapon

Character

)

ID?Use this ID to Wish for the item

Naser Cannon

Extra Info:
naser cannon

A hideous specimen.

Weapon Class: Heavy Weapon
Accuracy: High
-25 move speed

Perfect

A naser cannon is an energy weapon with very high penetration and damage potential. It also has a unique effect of grounding flying enemies that it hits, causing them to fall to the ground and be unable to fly for a short period of time. Additionally, it reality stabilizes whatever it hits for 20-30 turns.[1][2][3]

This weapon is a part of the natural equipment of the galgal. Much like the bite equipped by Qud's wild animals, it cannot be removed from the galgal and is destroyed when the galgal dies.

References

This information is reliable as of patch 2.0.202.97.
  1. XRL.World.Parts.GroundOnHit
  2. XRL.World.Parts.RealityStabilizeOnHit
  3. ObjectBlueprints.xml