ArmsKore Coil Gun
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Requires Gunner ![]() Purchased for: |
Initial Stats | ||||||||||||
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“ | A hand-carryable, fully-fledged railgun system. It fires solid tungsten spheres with enough force to punch clean through solid rock and turn the air around its trajectory burning hot. The only limit to this pocket-sized war crime is the battery pack - which is sizable. |
— Item Description |
The ArmsKore Coil Gun is an unlockable secondary weapon for the Gunner. It is a miniaturized electromagnetic coilgun surrounded by technological components as part of its bulky exterior and fires projectiles capable of piercing through solid rock and enemies. On each side, a porthole reveals several cylindrical electromagnets that rotate as the weapon is charged. In the back, tungsten spheres are loaded into an accessible compartment after each shot and appears to be held by an isolated magnetic field.
The Coil Gun requires the player to charge a shot by holding the fire button down ("Left Mouse Button" by default) and releasing. Holding a charged shot for too long will cause the weapon to overheat and lose its charge.
The most notable feature of the Coil Gun is its ability to penetrate through enemies and terrain, while leaving a residual trail that causes damage over time to any enemy within contact. Its penetration capacity is only limited by terrain, as the projectile will stop traveling after burrowing a certain distance. Unlike other weapons that can bypass terrain, the Coil Gun's projectile causes impacted terrain to be deformed and leaves a physical trail that can be seen on the Terrain Scanner.
The player appears to have an infinite amount of tungsten spheres at their disposal and is only limited by the overall battery charge of the weapon.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Armskore Coil Gun Modifications | ||||
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Mod | Effect | In Game Description | Price | |
Tier 1 | ![]() Extra Coil |
+40 Damage | "Putting an extra coil in the barrel of your weapon makes it apply more force to projectiles, which greatly increases their damage output" | |
![]() Larger Battery |
+280 Ammo | "You had to give up some sandwich-storage, but your total ammo capacity is increased!" | ||
![]() Optimised Magnetic Circuit |
+150% Charge Speed | "R&D improved the magnetic flux of your circuits to avoid energy loss, resulting in a vastly improved charge rate" | ||
Tier 2 | ![]() Overcharger |
+Overcharger | "Rerouting the excess energy back into the magnetic flux keeps the coils charging way over their limit, increasing damage the longer you hold a full charge." | |
![]() Controlled Magnetic Flow |
+Controlled Magnetic Flow | "By controlling the magnetic flow of the coil you can fire as soon as the gun charges a single bar and any point after with both damage and energy consumption scaled to amount charged." | ||
![]() Improved Feeding System |
-1 Reload Time | "With some minor tweaks to the feeding chamber the process of reloading has become much smoother, improving reload time significantly" | ||
Tier 3 | ![]() Concussive Shockwave |
+1.5 Trajectory Effect Radius +50% Trajectory Stun Chance +3 Trajectory Stun Duration |
"Modification to the projectile enhance the sonic shockwaves potentially stunning nearby enemies" | |
![]() Fear Trajectory |
+5 Trajectory Effect Radius +250% Fear Factor |
"Projectiles release sonic impulses scaring any creatures near the trajectory." | ||
Tier 4 | ![]() Defence Enhancement |
+50% Damage Resistance While Charging | "The excess energy created from the spinning coils feeds into your armour and enhances its protective capabilities" | |
![]() Shockwave |
+20 Front AoE shock wave damage | "Directing the waste energy forward through some careful modifications causes a shockwave that hurts any enemies" | ||
Tier 5 | ![]() Necro-Thermal Catalyst |
+Necro-Thermal Catalyst | "Killing a burning enemy turns them into a large explosion of fire and gore, damaging anything nearby" | |
![]() Dilated Injector System |
+0.5 Trail Radius | "Increasing the amount of injector liquid used on launch causes projectiles to leave behind a wider damage trail" | ||
![]() Electric Trail |
+Electric Trail | "R&D spent hours to fit your projectiles with titanium wiring that enables them to transfer some of the electric energy from the gun to the damage trail" |
Overclocks
Overclock calculations happen after modifiers.
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Overclock | Effect | In Game Description | Price | |
Re-atomizer
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"A charge so powerful it splits and rebinds atoms in hit enemies, spreading ailments to other targets behind them. The amount of power required slows down the reload process significantly." | |||
Ultra-Magnetic Coils
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"Extremely magnetic coils able to store more energy. The extra energy increases the radius and duration of the trail left behind by the projectile." | |||
Backfeeding Module
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"The electrical flow is reversed by adding a tiny module onto the battery, increasing the amount of power it can store. Unfortunately the reversed flow causes less energy to spin the coil, resulting in less damage." | |||
The Mole
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"R&D are proud of this one. A bullet that uses the traction from impacting with terrain to generate energy, making it travel further and do more damage. The extra energy required to fire The Mole comes with the cost of charge speed." | ||
Hellfire
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"By using a highly volatile injection fuel the trail radius greatly increases and at full charge pushes the temperature changes so high it heats up anything in it. The huge amounts of energy required reduces charge time and battery capacity." | ||
Triple-Tech Chambers
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"Prototype chamber tech that allows the weapon to fire off residual energy up to two times in quick succession after shooting, at half the cost and damage of a normal shot. The extra shots don't penetrate and the heavy modifications take a toll on the energy flow, reducing charge rate and reload speed." |
Stats Breakdown
Understanding the Weapon
- Damage Type: 80% Kinetic, 20% Fire
- Area Damage Behavior: Cleaving
- Charge Capacity: 1
- Charge Rate: 1.2
- Weapon Overheat Time: 2.5s
- Material Flags: Weakpoint, Frozen
Trails
The Coil Gun's bullets will leave behind damaging trails that all have their own properties and may be stacked together. The Normal Trail will always be present while the Electric and Hellfire trials must be activated through weapon upgrades.
Normal Trail:
- Damage: 3.5 Fire
- Tick Rate: 0.2-0.25s
- Duration: 5s
Electric Trail:
- Damage: 2 Electric
- Tick Rate: 0.25s
- Move Speed: 0.2x
- Duration: 5s
Hellfire Trail:
- Damage: 12 Heat
- Tick Rate: 0.15-0.2s
- Duration 3s
The Hellfire Trail acts as an Environmental Heat Source with an Intensity value of 1. What this means is that bugs within the Hellfire Trail will have their temperatures raised by an additional 2° per second and will not cool until they leave the Hellfire Trail. The Heat Intensity can be raised by other Heat Sources such as Incendiary Grenades or Sticky Flames, but may also be reduced in the presence of Cooling Sources such as the Blizzards that may occur in the Glacial Strata.
Unique Modifications
Unique Modifications | ||
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Overcharger |
More damage is added the longer a full charge is held before being released. Overheating cancels it, and always happens after 2.5 seconds. |
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Controlled Magnetic Flow |
the Armskore can be fired before getting a full charge (4 stages), with damage and ammo consumption being proportional. |
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Shockwave |
Shockwave causes each shot from the Coil Gun to deal extra damage in an area in front of the player. The damage is unaffected by charge level and will work with the residue from Triple-Tech Chambers. |
Shockwave Stats:
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Necrothermal Explosion |
If a hostile is killed while on fire by the direct damage of the Coil Gun then it will explode. The explosion will not be triggered by the bonus damage from Overcharger, Shockwave, or The Mole. |
Explosion Stats:
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Unique Overclocks
Unique Overclocks | ||
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![]() ![]() Re-Atomizer |
Hitting a group will transfer a single copy of all statuses from the first target hit (the "carrier") to all subsequent entities (the "targets").
Only the unmodified status is transferred; changes resulting from a weapon's mods and/or overclocks which would effect the status are ignored. Both the carrier and target must take damage to their main health for the status to transfer. Damaging only their shields, armor, or other forms of sub-health (such as the shell possessed by a Glyphid Dreadnought) will fail to transfer any status. The status does not need to be active on the carrier for it to be propagated; a carrier which has recovered from a status will still "carry" it until they die. Statuses transferred to your teammates or allied entities are not made active (that is, they do not suffer the effects of statuses transferred to them). However, transferring statuses to an allied target will still mark them as if they had received some of the carrier's statuses, resulting in them becoming carriers for them. However, hostile targets who received status effects that are otherwise impossible for allied targets to carry will still retain them if they are made friendly (such as via taming a glyphid using Beast Master). Leaving the area of effect from a Corrosive Sludge Pump's puddles, the Breach Cutter's T5A 'Explosive Goodbye', or the Experimental Plasma Charger's 'Persistent Plasma' Overclock applies an inactive version of their respective status to all entities (including allies), making them carriers of the status permanently. |
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![]() ![]() The Mole |
Every time the Armskore penetrates through any terrain, it will accumulate a flat damage bonus. The damage bonus is affected by the charge level and there is no limit to how many times it is able to stack. |
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![]() ![]() Triple Tech Chambers |
Enables the Coil Gun to be able to fire 2 additional shots during a brief window after the first shot is fired. If a shot is not fired within this window, the player will proceed to reload the weapon as usual.
Extra shots deal half the damage of a normal shot and consumes half the ammo required. Both are affected by the Coil Gun's charge level and is unable to penetrate terrain, but still leaves their own residual trails. |
Gallery
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