Plasma Cannon
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! [[Damage]] | ! [[Damage]] | ||
− | | | + | | 160 - 220 (single) |
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! Single | ! Single | ||
− | | AP: 80 <br> Range: | + | | AP: 80 <br> Range: 66 <br>(10 MFC per shot) |
|- | |- | ||
| width="25%" |'''Reload''' | | width="25%" |'''Reload''' | ||
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! Traits | ! Traits | ||
− | | [[Unreliable]] | + | | [[Unreliable]]<br> [[Critical Strike]]<br> [[Nature's Peace]] |
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! Weapon Perks | ! Weapon Perks | ||
− | | [[Faster Reload]]<br> [[Accurate]]<br>[[Hit The Gaps]] <br> [[Bonus Damage]] <br> [[ | + | | [[Faster Reload]]<br> [[Accurate]]<br>[[Hit The Gaps]] <br> [[Bonus Damage]] <br> [[More Area Effect]] |
|- | |- | ||
! [[Damage type]] | ! [[Damage type]] |
Revision as of 10:12, 24 March 2016
Back to see a list of Energy Weapons
Think of it as a rocket launcher that shoots plasma grenades, but does a lot of damage. Unable to run while equipped
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The Phase-Induced Plasma Cannon, PIP Z85, uses a combination of plasma formation and ohmic plasma-ignition methods to maximize effectiveness. This technique uses particle-charged magnetic field beams induced into existing plasma, thereby multiplying the energy level of the plasma of 3.3 EV. The intense heat of plasma (10^6 K) incinerates almost anything along it's path, inflicting severe heat damage to it's targets. Don't forget to wear safety goggles! | |
Damage | 160 - 220 (single) |
Single | AP: 80 Range: 66 (10 MFC per shot) |
Reload | AP: 50 |
Traits | Unreliable Critical Strike Nature's Peace |
Weapon Perks | Faster Reload Accurate Hit The Gaps Bonus Damage More Area Effect |
Damage type | Plasma |
Ammo | Micro Fusion Cells |
Strength Required | 7 |
Type | Two-Handed |
Weight | 7050 grams |
Base price | N/A |
Tier | 2 |
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