Ammunition | ||||
---|---|---|---|---|
Ammo type | Ammo capacity | Critical Threshold | Reload APs | |
Nuclear bolt | 10 | 20 (5%) | 5 |
Property | Infect | Mass infect | Heal |
---|---|---|---|
Range (grids) | 3 | 5 | 5 |
Targeting mode | free | arc | free |
Static/base precision | 5 | 20 | 5 |
Action Points | 5 | 10 | 8 |
Ammo consumption | - | 2x | 1x |
Base damage | 40 | 40 | 40 |
Random damage | 40 | 40 | 40 |
Base maxDmg range | 40-80 | 40-80 | 40-80 |
Target area (grids) | 1 | 3×3 | 1 |
Distance dmg. decay* | - | 50% | - |
Impact force | 0 | 0 | 0 |
Armor penetration | 0 | 0 | 0 |
Tranquilization | 25 | 25 | - |
Special | see * * * | see * * * * | see * * * * * |
Module needed | - | - | Yes |
* Given %s of base maxDmg is applied to the adjacent grids. In case of 5×5 areas, the outer targets get %s of their neighbors, i.e. %×% of base maxDmg.
* * * Confers hazardous infection to target, which will reduce its HPs at the beginning of each turn. Initial attack also confers direct damage.
* * * * Deploys a field of hazardous material that will only damage aliens when they pass through (this may remove the biomass). Initial attack also confers direct damage.
* * * * * Heals target with shown 'damage' value. Note that the bio-rifle gets Biochemistry % bonus damage/healing rate!