Clockwork Cult: Difference between revisions

Jump to navigation Jump to search
839 bytes added ,  17:32, 28 August 2022
Add the new clockwork weapons
m (https://github.com/yogstation13/Yogstation/blob/master/code/modules/antagonists/clockcult/clock_items/replica_fabricator.dm Replica fabricator can't use glass, it can however use plasteel and floor tiles.)
(Add the new clockwork weapons)
Line 280: Line 280:
|Clockwork Armaments
|Clockwork Armaments
|250 J
|250 J
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br>
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian weapon too, absolutely free!<br>
The armor and spear can be called separately:<br><br>
The armor and weapon can be called separately:<br><br>
- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor. The armor has a base effectiveness of 60 against melee attacks, 70 against ballistic attacks, 0 against laser attacks, 0 against energy attacks, and 60 against bomb attacks.
- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor. The armor has a base effectiveness of 60 against melee attacks, 70 against ballistic attacks, 0 against laser attacks, 0 against energy attacks, and 60 against bomb attacks.
<br>
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the armor's effectiveness increases by 10 against melee and ballistic attacks, 25 against energy attacks, and 10 against bomb attacks, while becoming space and fireproof.<br><br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the armor's effectiveness increases by 10 against melee and ballistic attacks, 25 against energy attacks, and 10 against bomb attacks, while becoming space and fireproof.<br><br>
- The spear appears in your hand, and can be called and dismissed at will. It does 15 damage (10% armor penetration) by default, plus five extra burn. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
- The weapon appears in your hand, and can be called and dismissed at will. You have the choice between a few weapons:
*[[File:Ratvarian_spear.png|16px]]'''Spear:''' Does 15 damage with a small armor penetration by default, plus 5 extra burn on non servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
*[[File:Ratvarian_hammer.png|16px]]'''Battle-Hammer:''' Does 15 damage and knock back non servants but is ineffective against armor, can be thrown to deal 10 damage and the same knockback on non servants. Antimagic will protect against the knockback on throw but not in melee.
*[[File:Ratvarian_sword.png|16px]]'''Longsword:''' Does 16 damage with a very small armor penetration, on hit apply an EMP effect on the target and need some time to recharge before doing it again. Can be thrown for 20 damage.
*[[File:Bow_clockwork.png|16px]]'''Bow:''' A ranged weapon, its arrows deal 16 burn damage and can embed in their target to deal more burn damage over time. Create more arrows by itself fairly quickly.
|2 seconds
|2 seconds
|1
|1
446

edits

Navigation menu