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{{disambig hatnote|This page describes the '''Flaming''' item mod. For a more general usage of the term, see [[Flaming (disambiguation)]].}} | {{disambig hatnote|This page describes the '''Flaming''' item mod. For a more general usage of the term, see [[Flaming (disambiguation)]].}} | ||
{{Mod | {{Mod | ||
|title | |title = {{qud text|&Rflaming|notxml}} | ||
|type | |type = Melee Weapon | ||
|id | |id = ModFlaming | ||
|rarity | |rarity = U | ||
|tinkerable =yes | |tinkerable = yes | ||
|canautotinker = no | |canautotinker = no | ||
|tinkertier =2 | |tinkertier = 2 | ||
|powerloadsensitive = yes | |powerloadsensitive = yes | ||
|value | |empsensitive = yes | ||
|desc | |chargeused = 10 | ||
|difficulty = 1 | |value = 1.2 | ||
|complexity = 1 | |desc = &CFlaming: When powered, this weapon deals an additional ((Tier * 0.8) - (Tier * 1.2)) heat damage on hit. | ||
|difficulty = 1 | |||
|complexity = 1 | |||
}} | }} | ||
{{name|caps}} is a weapon mod that adds extra damage that does not need to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also increase by (2 * Tier)d8. Enemies slain with flaming weapons will often be turned to [[Ashes|ash]]. Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit.{{Code Reference|class=ModFlaming}} | {{name|caps}} is a weapon mod that adds extra damage that does not need to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also increase by (2 * Tier)d8. Enemies slain with flaming weapons will often be turned to [[Ashes|ash]]. Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit.{{Code Reference|class=ModFlaming}} |