| 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!