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  • <h4>[[:Category:Special Weapon Parts|Special Weapons]]</h4> [[Category:Special Weapon Parts]]
    862 bytes (98 words) - 03:51, 25 March 2021
  • <h4>[[:Category:Impact Weapon Parts|Impact Weapons]]</h4> [[Category:Impact Weapon Parts]]
    1 KB (166 words) - 03:54, 25 March 2021
  • [[Category:Leg Parts]] [[Category:Weapon Parts]]
    337 bytes (37 words) - 03:31, 21 October 2016
  • ...|name=Mining Claw|shortName=Mining Claw|symbol=[|type=Slashing Weapon|slot=Weapon|slotCount=1|mass=2|rating=1|integrity=40|coverage=15|energyUpkeep=|attackEn '''Capable of ripping parts off of the enemy''' (a small percent chance). The parts are added directly into your inventory if you have free inventory space. If
    610 bytes (79 words) - 03:42, 28 January 2020
  • [[Matter]] is used to fuse components, and is consumed by [[weapon|ballistic weapons]] and [[launcher]]s, which convert it to the appropriate Certain parts and actions produce or dissipate [[heat]]. Getting too hot will disable or
    1,010 bytes (145 words) - 21:18, 5 June 2015
  • ...ical=10|hitDisruption=25|hitSalvage=|effect=Splits robots into constituent parts on 33% of successful hits.|fabCount=|fabTime=|fabMatter=}}[[Category:Beta 4
    425 bytes (45 words) - 02:44, 14 January 2018
  • == Parts == ...nt robot cores are designed to interface with a unique set of '''parts'''. Parts fall into one of four categories: Power, Propulsion, Utilities, and Weapons
    2 KB (251 words) - 16:35, 12 January 2018
  • [[Category:{{{type}}} Parts]] [[Category:{{{slot}}} Parts]] [[Category:Parts]] |slot=Weapon
    14 KB (1,239 words) - 03:07, 3 December 2019
  • ...eir low core integrity means any sufficiently powerful tier 2 or Prototype weapon is more than enough to destroy them, launchers are also effective due to th
    2 KB (246 words) - 14:19, 30 March 2023
  • ...it would make making lists of parts (like [[Propulsion#Lists of Propulsion Parts|these]] easy because you could create them from [https://www.semantic-media ...]]) is the same as the full name ([[Light Treads]]), and [[Utility]] and [[Weapon]] redirect to [[Item]], making it think utilities and weapons go to the ite
    5 KB (778 words) - 18:27, 20 October 2016
  • ...that. In any case that would also require an update to existing applicable parts, like all the dual-projectile shotguns for which I just edited the stats. T
    3 KB (467 words) - 13:22, 20 October 2016
  • ...eceive resupplies from this option which will deploy a hauler with certain parts dependent on what type of resupply it is (melee, kinetic weapons, thermal w *Makeshift parts stockpile
    5 KB (896 words) - 02:24, 28 November 2019
  • [[Category:{{{type}}} Parts]] [[Category:{{{slot}}} Parts]] [[Category:Parts]] |description=+4% volley accuracy, -2 recoil from each weapon, and immunity to knockback.
    20 KB (1,881 words) - 02:43, 24 January 2020
  • == Lists of Device Parts == ...l Stabilizer]] || 1 || 1 || 25 || 30 || 1 || 0 || Reduces recoil from each weapon in a volley by 2. <stacks>
    44 KB (4,972 words) - 23:51, 21 October 2020
  • *Part-time Excavator ~~ Use a melee weapon to dig through 10 walls or earth. *Hey, That's Mine! ~~ Attack 5 [[Recyclers]] attempting to collect parts.
    14 KB (1,945 words) - 23:42, 6 April 2019
  • ...much of the game's lore. Zhirov also offers a small stockpile of valuable parts to the Cogmind, mostly relevant to flight / hacking builds. Zhirov is guard ...a system-generated electromagnetic pulse, likely as a last-ditch defensive weapon. As long as properly configured it could theoretically fry every system acr
    15 KB (2,385 words) - 17:41, 16 January 2017