Difference between revisions of "RawData:Weapon COIL COIL 0-STOCK"
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Line 15: | Line 15: | ||
|Icon=laser-burst | |Icon=laser-burst | ||
|Tonnage=7 | |Tonnage=7 | ||
− | |InventorySize= | + | |InventorySize=5 |
|ComponentType=Weapon | |ComponentType=Weapon | ||
|ComponentSubType=Weapon | |ComponentSubType=Weapon | ||
Line 21: | Line 21: | ||
|AllowedLocations=All | |AllowedLocations=All | ||
|DisallowedLocations=All | |DisallowedLocations=All | ||
− | |Bonuses=HeatPerCharge: 0.8,EvasiveExponent: 0. | + | |Bonuses=HeatPerCharge: 0.8,EvasiveExponent: 0.75,HeatPerChargeOC: 1.15,EvasiveExponentOC: 1.1,PipsIgnored: 3 |
|Category=AntiPersonnel | |Category=AntiPersonnel | ||
|Type=COIL | |Type=COIL | ||
|MinRange=0 | |MinRange=0 | ||
− | |MaxRange= | + | |MaxRange=240 |
− | |RangeSplit= | + | |RangeSplit=60,120,180 |
|AmmoCategory=NotSet | |AmmoCategory=NotSet | ||
|StartingAmmoCapacity=0 | |StartingAmmoCapacity=0 |
Latest revision as of 04:32, 27 October 2023
Weapon | |
---|---|
StartingAmmoCapacity | 0 |
MinRange | 0 |
EvasiveDamageMultiplier | 0 |
ProjectilesPerShot | 1 |
MaxRange | 240 |
AttackRecoil | 4 |
Damage | 30 |
HeatGenerated | 30 |
Type | COIL |
Id | Weapon_COIL_COIL_0-STOCK |
RangeSplit | 60,120,180 |
AOECapable | false |
ShotsWhenFired | 1 |
IndirectFireCapable | false |
UIName | COIL |
Instability | 0 |
Bonuses | HeatPerCharge: 0.8,EvasiveExponent: 0.75,HeatPerChargeOC: 1.15,EvasiveExponentOC: 1.1,PipsIgnored: 3 |
Cost | 150000 |
BattleValue | 0 |
ComponentSubType | Weapon |
DisallowedLocations | All |
CriticalChanceMultiplier | 1 |
AllowedLocations | All |
WeaponEffectID | WeaponEffect-Weapon_COILS |
Icon | laser-burst |
DamageVariance | 0 |
Tonnage | 7 |
InventorySize | 5 |
Rarity | 99 |
ComponentType | Weapon |
Details | The Contained Overflow Inertia Linkage-COIL- beam weapon translates power from motion into a kinetic battery for rapid release. In practical terms, this means that the farther a unit moves in a turn (tracked as EVASIVE charges), the more damage it can dish out with its COIL attack, and the more Heat it generates.
The COIL has multiple fire modes for maximum modularity, including an Off, On, and Overcharge mode. The COIL will explode if destroyed, damaging the installed location. |
RefireModifier | 0 |
EvasivePipsIgnored | 3 |
OverheatedDamageMultiplier | 0 |
AccuracyModifier | -1 |
Manufacturer | Imperator |
Name | COIL |
Model | COIL Beam |
Category | AntiPersonnel |
Purchasable | true |
AmmoCategory | NotSet |
HeatDamage | 0 |