Plasma Pistol (Ext. Cap.): Difference between revisions
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{{Weapon | {{Weapon | ||
|id=19675 | |id=19675 | ||
|positive= | |||
* good single targeting against everything but power armor | |||
* low AP cost to fire | |||
|negative= | |||
* none | |||
}} | }} | ||
Latest revision as of 22:39, 11 March 2025
Information
Plasma Pistol (Ext. Cap.) is a possible Weapon your character can equip.
| Positive | Negative |
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| Plasma Pistol (Ext. Cap.) Tier 9 Energy Weapons |
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| This Glock 86 Plasma Pistol has had its magnetic housing chamber realigned to reduce the drain on its energy cell. Its efficiency has doubled, allowing it to fire more shots before the battery is expended. | |||||||||||||||||
| Strength RequirementMinimum amount of Strength required to wield the weapon without any negative effects. A weapon can still be wielded even if the character has less then the required amount of strength but will result in a reduced effective range. | 3 | ||||||||||||||||
| ClipsizeAmount of ammunition inside the weapons magazine. | 16 | ||||||||||||||||
| Reload AP CostThe AP cost to do the reload action once. Reloading while not having enough AP will still reload the weapon but put you into negative AP, making any kind of action impossible (Movement included!) until you regenerate to over 0 AP. | 30 AP | ||||||||||||||||
| Weapon Aim TimeThe default amount of miliseconds your character has to 'aim' onto an enemy character before a shot can be issued. This time can vary if you intend to shoot onto a specific body part. | 200 ms | ||||||||||||||||
| AttacksAll Attacks a weapon can do. If a weapon has multiple attacks, they can be switched in-between each other as you wish. | |||||||||||||||||
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| ID: | 19675 | ||||||||||||||||
| WeightThe weight of the weapon without any ammo loaded.: | 2500g | ||||||||||||||||
| Weapon TraitsWeapon Traits are always active. | |
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| Double Tap | AP+ Regeneration does not stop when shooting. |
| Critical Strike | Aimed Critical Chance for Torso-shots. |
| RIP | Enemies killed by this weapon will not be able to be revived. |
| Skill | Weapon PerksWeapon Perks are only active if you have reached the necesarry skill level of the weapon perk. | |
|---|---|---|
| 150 | Bonus Damage | +5% damage |
| 175 | More Crits | +10% to Base Critical Chance |
| 200 | Bonus Rate of Fire | -5% AP cost for shooting |
| 225 | Hit The Gaps | -10% Damage Resistance & -10% Damage Threshold |
| 250 | Bonus Rate of Fire | -5% AP cost for shooting |
Useable Ammo
| Small Energy Cell Tier 4 |
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|---|---|
| A small, self-contained energy storage unit. | |
| Damage Resistance Mod | 0% |
| Damage Threshold Mod | 0% |
| ID: | 38 |
| Weight: | 25g |
| Weak Energy Cells Tier {{{Tier}}} |
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|---|---|
| These energy cells seem to be patched together from recycled small energy cells in a do-it-yourself manner and are weaker than military-grade small energy cells. | |
| Damage Resistance Mod | 10% |
| Damage Threshold Mod | 0% |
| ID: | 590 |
| Weight: | 34g |
