[WPN.REF.04] EMP rifle

<i infocomp/wpnref04a 0 0
                          Multi-purpose EMP rifle
                          Light EMP damage
                          120 RPM / 2 RPS
                          Electromagnetic batteries
                          15 shot batteries

[Primary fire]

Muzzle magnet clamps close, forcing the magnetic charge
to burst out at perfect accuracy. The charge doesn't
inflict much actual damage, but a single shot is enough
to temporarily shut down almost any electronic enemy
or vehicle, as long as the shot isn't deflected by heavy
armor plating.

[Secondary fire]

<i infocomp/wpnref04b 0 0
              Creates a magnetic charge, but instead
              of shooting it out, the weapon itself
              is magnetized for a short period of
              time, sucking in every non-mounted
              light-to-medium weight object.

[Tactics]

 - While the magnet rifle is almost useless against
   organic targets, it's very effective against everything
   electronic; Turrets, robots, penguinators, power
   nodes, you name it

 - When shocked with EMP, electronic enemies and
   vehicles will become immobile for a short period of
   time, thus making it relatively safe to move in and
   finish them off with conventional weaponry

 - EMP burst is also very effective against plasma
   barriers; Small barriers vaporize immediately, while
   larger force fields will stutter, loosing enough
   cohesion to let any weapon projectile travel through
   them

 - The magnetic field of secondary fire is handy in
   collecting items out of reach or in moving on-rails
   objects, such as mine carts
 
 - Spinning high-energy shields and some high-priority
   targets - like boss vehicles - are protected from
   EMP damage an can't be shut down with EMP rifle

[End of file]
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