Super Cattle Prod

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Information

Super Cattle Prod is a possible Weapon your character can equip.


Positive Negative
  • electric damage is great against metal armors
  • can be used to fight against power armor
  • very potent if two users of this weapon team up
  • other T9 weapons are better when used against armors that resist electric damage


Super Cattle Prod
Tier 9
Hand-to-Hand Combat
catprod2.png
A Farmer's Best Friend model cattle prod from Wattz Electronics. This model has been upgraded to increase the electrical discharge.
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. 4
ClipsizeAmount of ammunition inside the weapons magazine. 30
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. 60 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. {{{Weapon_AimTime}}} ms
AttacksAll Attacks a weapon can do. If a weapon has multiple attacks, they can be switched in-between each other as you wish.
Attack 1
DamageMinimum and Maximum amount of base damage this weapon can do. 75-150
DamagetypeThe type of damage done by this weapon - not factoring in further damage type modifications by Ammo Electro Damage
RoundsAmount of bullets fired. 5
AP CostAP Cost to fire. Not having enough AP to fire will cause the character to queue an attack command until it has enough AP to do so. 20 AP
RangeMaximum range to which the bullets fly to. They will most likely have very poor hit-chance at this distance however. With a maxed out weapon skill for this weapon your effective range (95% hit chance without aiming) will be around 2/3rd of this range. 3 Hex
Fire RateThe default amount of miliseconds you need to wait until you can issue another command, be it movement, or another attack. 1000 ms
InaccuracyA flat value to your hit-chance calculation. Note, a positive value will reduce your hit-chance, while a negative value will actually improve it! (Since this is an Inaccuracy value) 0
SpreadSpread value of this weapon. The higher this value, the more this weapon spreads when burst/full-auto firing. (The cone you see when pressing Ctrl will widen with a higher value of this number, and tighten with a lower number) 0
One-HexThe percentage of bullets that can maximally hit when you stand directly next to a target. The math behind this is a bit more complicated however and should only be used as direct comparison in-between weapons. (Higher = better for close combat) 0 %
Attack 2
Damage 150-300
Damagetype Electro Damage
RoundsAmount of bullets fired. 20
AP CostAP Cost to fire. Not having enough AP to fire will cause the character to queue an attack command until it has enough AP to do so. 60 AP
RangeMaximum range to which the bullets fly to. They will most likely have very poor hit-chance at this distance however. With a maxed out weapon skill for this weapon your effective range (95% hit chance without aiming) will be around 2/3rd of this range. 3 Hex
Fire RateThe default amount of miliseconds you need to wait until you can issue another command, be it movement, or another attack. 1000 ms
InaccuracyA flat value to your hit-chance calculation. Note, a positive value will reduce your hit-chance, while a negative value will actually improve it! (Since this is an Inaccuracy value) 0
SpreadSpread value of this weapon. The higher this value, the more this weapon spreads when burst/full-auto firing. (The cone you see when pressing Ctrl will widen with a higher value of this number, and tighten with a lower number) 0
One-HexThe percentage of bullets that can maximally hit when you stand directly next to a target. The math behind this is a bit more complicated however and should only be used as direct comparison in-between weapons. (Higher = better for close combat) 0 %
ID: 19710
WeightThe weight of the weapon without any ammo loaded.: 2500g
Weapon TraitsWeapon Traits are always active.
AP Drain +20% chance to drain 10 AP from target.
AP Drain +20% chance to drain 10 AP from target.
AP Drain +20% chance to drain 10 AP from target.
Fragile Weapon breaks down 25% faster.
SkillWeapon PerksWeapon Perks are only active if you have reached the necesarry skill level of the weapon perk.
150Bonus Damage +5% damage
175Bonus Rate of Fire -5% AP cost for shooting
200Bonus Damage +5% damage
225Bonus Rate of Fire -5% AP cost for shooting
250Bonus Damage +5% damage


Useable Ammo

Small Energy Cell
Tier 4
ccells.png
A small, self-contained energy storage unit.
Damage Resistance Mod 0%
Damage Threshold Mod 0%
Radius {{{Ammo_Radius}}} Hex
Bleed Strength {{{Weapon_BleedStr}}}%
Error Damage %
Error Damage %
Subshots {{{Ammo_SubShots}}}x
Ammo Spread {{{Weapon_Spread_0}}}
ID: 38
Weight: 25g
Weak Energy Cells
Tier {{{Tier}}}
weak_cells.png
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%
Radius {{{Ammo_Radius}}} Hex
Bleed Strength {{{Weapon_BleedStr}}}%
Error Damage %
Error Damage %
Subshots {{{Ammo_SubShots}}}x
Ammo Spread {{{Weapon_Spread_0}}}
ID: 590
Weight: 34g