Coilgun Spine: Difference between revisions
From MCM Combat Operations
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|ammo= {Ammo} | |ammo= {Ammo} | ||
|heat= {Heat} | |heat= {Heat} | ||
|rate= . | |rate= .3 | ||
|damage= {Damage} | |damage= {Damage} | ||
|projectiles = | |projectiles = 6 | ||
|range= {Range} | |range= {Range} | ||
|velocity= {Velocity} | |velocity= {Velocity} |
Latest revision as of 14:23, 26 November 2023
Coilgun Spine | |
---|---|
Type | Technological |
Damage Type | Ballistic |
Heat | 8 |
Ammo | 500 |
Rate of Fire | .3s cycle time |
Burst Length | 6 |
Damage | 8 |
Trigger Type | Automatic |
Range | 675m |
Projectile Velocity | 75m/s |
Hard-mount | Ivan |
Included with | Ivan |
Mount Points | Spine |
Cost | 8 |
Damage per Second | 160 |
Heat per Second | 26.67 |
Damage per Heat | 6 |
Damage per Cost | 6 |
DPS per Cost | 20 |
The Spine Coilgun is one of the two main turrent options for the Ivan Mech.
History
The coilgun uses a series of electro magnets to accelerate it's rounds to high velocities. The bullets are fed into the barrels and are instantly pulled into flight. It makes for a rather rapid fire delivery system. On exit a potassium tracer is ignited giving the bullets their unique violet glow.
Use
Hold down fire to unleash a barrage of bullets. Release it to to stop.
Other Notes
This rapid fire weapon requires a constant line of fire to make it's listed damage per second happen. It can be painful to anything caught without cover and punishing against air units that can't get clear of the stream.