ArmsKore Coil Gun

From Deep Rock Galactic Wiki
Jump to navigation Jump to search


Icons Campaign.png Unlocked through an assignment.
Requires Gunner Level 21
Purchased for:
Credit.png 8 200 Credits
Croppa 100 Croppa
Jadiz 40 Jadiz
Bismor 60 Bismor

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. This distance is biome-dependent and is shorter in biomes with greater rock hardness. 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
Mod Effect In Game Description Price
Tier 1 Icon Upgrade DamageGeneral.png
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"
Credit.png 1 000 Credits
Umanite 20 Umanite
Icon Upgrade Ammo.png
Larger Battery
+280 Ammo "You had to give up some sandwich-storage, but your total ammo capacity is increased!"
Credit.png 1 000 Credits
Croppa 20 Croppa
Icon Upgrade Duration V2.png
Resonance Tuning
+2s Trail Duration "Careful tuning results in a trail that is able to sustain itself for a longer period of time."
Credit.png 1 000 Credits
Enor Pearl 20 Enor Pearl
Tier 2

Level 6

Icon Overclock LastShellHigherDamage.png
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."
Credit.png 1 800 Credits
Croppa 18 Croppa
Umanite 12 Umanite
Icon Upgrade Duration.png
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."
Credit.png 1 800 Credits
Croppa 12 Croppa
Magnite 18 Magnite
Icon Upgrade ChargeUp.png
Optimised Magnetic Circuit
+1.8 Charge Speed "R&D improved the magnetic flux of your circuits to avoid energy loss, resulting in a vastly improved charge rate"
Credit.png 1 800 Credits
Magnite 18 Magnite
Bismor 12 Bismor
Tier 3

Level 10

Icon Upgrade Stun.png
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"
Credit.png 2 200 Credits
Magnite 20 Magnite
Umanite 30 Umanite
Icon Upgrade ScareEnemies.png
Fear Trajectory
+5 Trajectory Effect Radius
+250% Fear Factor
"Projectiles release sonic impulses scaring any creatures near the trajectory."
Credit.png 2 200 Credits
Umanite 30 Umanite
Bismor 20 Bismor
Tier 4

Level 14

Icon Upgrade Resistance.png
Defence Enhancement
+50% Damage Resistance While Charging "The excess energy created from the spinning coils feeds into your armour and enhances its protective capabilities"
Credit.png 3 800 Credits
Croppa 25 Croppa
Jadiz 36 Jadiz
Umanite 15 Umanite
Icon Upgrade Special.png
Shockwave
+20 Front AoE shock wave damage "Directing the waste energy forward through some careful modifications causes a shockwave that hurts any enemies"
Credit.png 3 800 Credits
Jadiz 15 Jadiz
Umanite 36 Umanite
Enor Pearl 25 Enor Pearl
Tier 5

Level 18

Icon Upgrade Explosion.png
Necro-Thermal Catalyst
+30% additional damage (Fire + Heat) against Burning enemies
+Necro-Thermal Catalyst
"Killing a burning enemy turns them into a large explosion of fire and gore, burning anything nearby. The special compound also improves direct damage against burning targets."
Credit.png 4 400 Credits
Magnite 40 Magnite
Umanite 110 Umanite
Enor Pearl 60 Enor Pearl
Icon Upgrade Area.png
Dilated Injector System
+1m Trail Radius "Increasing the amount of injector liquid used on launch causes projectiles to leave behind a wider damage trail"
Credit.png 4 400 Credits
Croppa 110 Croppa
Magnite 40 Magnite
Bismor 60 Bismor
Icon Upgrade Electricity.png

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"
Credit.png 4 400 Credits
Croppa 110 Croppa
Jadiz 60 Jadiz
Bismor 40 Bismor

Overclocks

Overclock calculations happen after modifiers.

Coilgun.png ArmsKore Coil Gun [Expand/Collapse]
Overclock Effect In Game Description Price
Re-atomizer
Frame Overclock Clean.png
Icon Upgrade Special.png

Pos.svg Spread target ailments to enemies behind them

"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."
Credit.png 7 750 Credits
Jadiz 65 Jadiz
Magnite 135 Magnite
Bismor 90 Bismor
Ultra-Magnetic Coils
Frame Overclock Clean.png
Icon Upgrade Duration V2.png

Pos.svg 0.5m Trail Radius
Pos.svg +1s Trail Duration

"Extremely magnetic coils able to store more energy. The extra energy increases the radius and duration of the trail left behind by the projectile."
Credit.png 7 900 Credits
Jadiz 70 Jadiz
Magnite 110 Magnite
Enor Pearl 125 Enor Pearl
Backfeeding Module
Frame Overclock Balanced.png
Icon Upgrade Ammo.png

Pos.svg +320 Max Ammo
Neg.svg -3s Trail Duration

"The electrical flow is reversed by adding a tiny module onto the battery, increasing the amount of power it can store. However the extra efficiency of the reversed flow results in shorter lived trails."
Credit.png 8 100 Credits
Jadiz 105 Jadiz
Magnite 70 Magnite
Bismor 125 Bismor
The Mole
Frame Overclock Balanced.png
Icon Upgrade BulletPenetration.png

Pos.svg Damage bonus for every terrain pierced
Pos.svg Greater penetrability
Neg.svg x0.8 Charge Speed

"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."
Credit.png 8 100 Credits
Jadiz 125 Jadiz
Magnite 70 Magnite
Enor Pearl 95 Enor Pearl
Hellfire
Frame Overclock Unstable.png
Icon Upgrade Heat.png

Pos.svg Heat up enemies at an average of 68.6 Heat/sec (for fully charged shots)
Neg.svg -200 Ammo
Neg.svg x0.7 Charge Speed
Neg.svg -2s Trail Duration

"By using a highly volatile injection fuel a full charge pushes the trail temperature so high it will quickly ignite almost anything. The huge amounts of energy required increases charge time and reduces battery capacity, while shortening the trail duration."
Credit.png 8 700 Credits
Croppa 125 Croppa
Jadiz 100 Jadiz
Enor Pearl 80 Enor Pearl
Triple-Tech Chambers
Frame Overclock Unstable.png
Icon Upgrade DamageGeneral.png

Pos.svg Fire off residue energy up to two times after shooting
Neg.svg +0.5 Reload Speed
Neg.svg x0.7 Charge Speed
Neg.svg Stronger recoil

"Prototype chamber tech that allows the weapon to fire off residual energy up to two times in quick succession after shooting, at half the energy cost and 75% damage of a normal shot. The extra shots don't penetrate and the heavy modification takes a toll on the energy flow, reducing charge rate and reload speed."
Credit.png 8 500 Credits
Croppa 125 Croppa
Magnite 95 Magnite
Bismor 70 Bismor


Stats Breakdown

Understanding the Weapon

  • Damage Type: 80% Kinetic, 20% Fire
  • Area Damage Behavior: Cleaving
  • Charge for Charged Shot: 1
  • Charge Speed: 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 trails must be activated through weapon upgrades.

Normal Trail:

  • Damage: 3.9 Fire
  • Tick Rate: 0.25s
  • Duration: 5s
  • Stackable: True

Electric Trail:

  • Damage: 2 Electric
  • Tick Rate: 0.25s
  • Move Speed: 0.2x
  • Duration: 5s
  • Stackable: False

Hellfire Trail:

  • Damage: 12 Heat
  • Tick Rate: 0.15-0.2s
  • Duration 3s
  • Stackable: False

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.

If the ArmsKore is fired before reaching full charge as with the Controlled Magnetic Flow modification, Hellfire's heating effect is not applied to the projectile trail.

Unique Modifications

Unique Modifications

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.
  • Bonus Damage: 8 Kinetic Damage every 0.25 seconds

Controlled Magnetic Flow
the Armskore can be fired before getting a full charge (4 stages), with damage and ammo consumption being proportional.
  • Shot Damage: 25% per Charge Level
  • Shot Cost: 10 per Charge Level

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:

  • Damage: 20 Explosive
  • Length: 3m
  • Width: 1.5m
  • Fear Factor: 100%
  • Stun Chance: 50%
  • Stun Duration: 3s
  • Area Damage Behavior: Cleaving

Necro-Thermal Catalyst
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:

  • Damage: 80 Fire + Heat
  • Damage Radius: 6m
  • Max Damage Radius: 4m
  • Minimum Damage: 50%
  • Friendly Fire Modifier: 10%
  • Area Damage Behavior: Radial

Unique Overclocks

Unique Overclocks
Frame Overclock Clean.png
Icon Upgrade Special.png

Re-atomizer
Hitting multiple targets via blowthrough shot applies an instance of each Status Effect that the first hit target (the "carrier") has had to all subsequent entities (the "targets").

If carrier has been affected by a modified version of some Status Effect, then only the unmodified (default) version of this Status Effect will be applied to the subsequent targets, i.e. changes resulting from a weapon's mods and/or overclocks which modified Status Effect on the carrier are ignored.

Both the carrier and the target must take damage to their main health pools for Status Effects to transfer. Damaging only their shields, armor, or other forms of sub-health (such as the shell possessed by a Glyphid Dreadnought) will result in no transfer. Although, there is one exception to this: Glyphid Hiveguard allows Status Effects' transfers during any of his phases.

It is not necessary for the carrier to have active instances of Status Effects. Re-atomizer only reads whether a Status Effect has been initialized before on an entity or not. Thus, an entity that has recovered from a Status Effect still carries "a mark" of that Effect until they die. And for the same reason, when there's a stack of instances of the same Status Effect on the carrier, Re-atomizer doesn't account for that and still tries to apply just one instance of this Status Effect to its targets.

If some of the applied effects are mutually exclusive (they have the same Exclusive Keys), only an instance of the earliest initialized on the carrier Status Effect gets re-applied onto the target, while following re-atomizable Status Effect with the same EXKEY don't get initialized on the target, i.e. don't leave "marks" on them. For example, if the carrier has Breach Cutter's High Voltage Crossover's (HVC) electrocution effect active, but also before that it's been electrocuted with Stubby's electrocution effect which is no longer active (just initialized now), then Re-atomizer will transfer and apply Stubby's electrocution onto the target, which Exclusive Key will then block further re-atomization of HVC's electrocution effect. Nevertheless, Electric Trail upgrade of the Coil Gun always has priority over other Status Effects with the same EXKEY_ELECTRICITY, because before re-atomization happens it gets directly applied to the target first, then Re-atomizer tries to re-apply other electrocution effects with the same EXKEY but all of them get blocked by Electric Trail's effect.

Most Re-atomizable Status Effects are forbidden from getting applied to Dwarves and thereby can't be re-atomized on Dwarves, the only exception to this is Wave Cooker's Densification Ray effect. Hostile targets who received Status Effects that are otherwise impossible for allied targets to receive will still retain their "marks" for further Re-atomization if they are made friendly (such as via taming a glyphid using Beast Master or hacking a Patrol Bot using Hacking Device).

Loosing contact with Corrosive Sludge Pump's puddles, the Breach Cutter's T5A Explosive Goodbye or the Experimental Plasma Charger's Persistent Plasma OC Plasma Field leaves "a mark" of their respective Status Effects for all entities (including allies), making them Status Effects' carriers permanently.

In addition, Re-atomizer is able to transfer temperature level from the carrier to its targets. It only does it when the carrier is either On Fire or Frozen.



Full list of Re-atomizable Status Effects

Frame Overclock Balanced.png
Icon Upgrade BulletPenetration.png

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.
  • Penetration: 500%
  • Damage: 150 Kinetic Damage (per penetration)
Frame Overclock Unstable.png
Icon Upgrade DamageGeneral.png

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 75% of the damage and consume half the ammo of the first shot. They are unable to penetrate enemies or terrain, but still leave identical trails to the first shot.

Skins

Full gallery of skins can be seen at Weapon Skins.

Gallery