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Plasma Cannon

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|-
 
|-
 
! [[Damage]]
 
! [[Damage]]
| 150 - 200 (single)
+
| 160 - 220 (single)
 
|-
 
|-
 
! Single
 
! Single
| AP: 80 <br> Range: 60 <br>(10 MFC per shot)
+
| 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]]
 
|-
 
|-
 
! Weapon Perks
 
! Weapon Perks
| [[Faster Reload]]<br> [[Accurate]]<br>[[Hit The Gaps]] <br> [[Bonus Damage]] <br> [[Finisher]]
+
| [[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

Plasma Cannon
PlasmaCannon.png
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
(Difference between revisions)
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