Ammunition | ||||
---|---|---|---|---|
Ammo type | Ammo capacity | Critical Threshold | Reload APs | |
Energy Charge | 10 | 14 (35%) | 2 |
Property | Cut & slash | Impale | Overcharge |
---|---|---|---|
Range (grids) | 1 | 1 | 2 |
Targeting mode | star | star | star |
Static/base precision | 3 | 5 | 20 |
Action Points | 4 | 5 | 6 |
Ammo consumption | 1x | 1x | 3x |
Base damage | 13 | 15 | 30 |
Random damage | 7 | 10 | 30 |
Base maxDmg range | 13-20 | 15-25 | 30-60 |
Target area (grids) | 3×3 | 1 | 1 |
Distance dmg. decay* | 50% | - | - |
Impact force | 8 | 20 | 20 |
Armor penetration | 15 | 20 | 20 |
Tranquilization | 5 | 10 | 10 |
Special | - | - | 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.
* * * After each target hit, there's a chance to randomly damage a new one in its vicinity. This can result in a max. 6 units 'long' damage streak. May cause Friendly Fire!