Core gun

The core gun is the main weapon in Outpost: Infinity Siege, a futuristic modular gun capable of using xenium, an alien material, to gain special elemental effects.
==Basics==
The core gun is the basic weapon in the game, coming with a multitude of possible versions, thanks to four attachment slots and countless ammunition variants they can use.
* The slots are barrel, sight, underbarrel, and stock.
* The main XEN loaded on the gun determines its behavior and is then modified by XEN buffs. XEN can be modified with Yulia.
==Variants==
Note that core guns are randomized drops, the below table summarized just the most common types of equipment.
Name 	Icon	Description 	Slots
Basic 	 	Fresh recruits come with a core gun. 	2
Standard 	 	A military-issue core gun with a 5% attack bonus. 	3
Cavalry 	 	A core gun fitted with a quick-load mag for fast reloads. Enables reloading while springing. 	4
Rapid 	 	A core gun fitted with a XEN accelerator for increased rate of fire. 	2
Support 	 	A core gun fitted with a cooldown device that reduces the firing interval of all XENs with over 8s by 25%.	3
Marksman 	 	A heavy sniper core gun for sharpshooters. 	2
Drum Mag 	 	A core gun with a 120-round drum mag. 	3
Explosive	 	A core gun fitted with an area booster chip that boosts the effective AoE of XENs by 30%. 	3
Command 	 	Favored by commanders. Enables infrared view in command mode (press R). 	4
==XEN list==
=== Skills ===
The basic XEN that defines the behavior of the weapon. 
Name 	Icon	Properties 	Quality 	Dmg value	Ammo cost	Interval	Range	AoE	Notes
Regular 	 	Fires military-issue XEN rounds. 	 	6 	15 	0.6 	 	 	
Divine Might 	 	Elemental Reaction: Hitting a target deals an extra random damage. 	Common 	7 	30 	5.1 	 	 	
Mark 	 	Hitting an enemy target will mark the target and lower its Defense 	Common 	1 	75 	10.1 	 	 	
Spray 	 	Fires high-speed XEN rounds. 	Common 	 	 	 	 	 	Default on basic core guns.
Adrenaline - Melee 	 	Hitting a target restores Stamina and boosts melee damage. 	Rare 	1 	40 	10.1 	 	 	
Adrenaline - Mobility 	 	Hitting a target restores Stamina to friendly targets and greatly boosts their movement speed. 	Rare 	1 	40 	10.1 	 	 	
Barrier 	 	Hitting a target generates a shield. 	Rare 	4 	25 	6.6 	 	 	
Explosive Arrow 	 	Launches an explosive projectile with a delayed fuse. 	 	 	 	 	 	 	
Grenade 	 	Launches a grenade that explodes on contact. 	 	 	 	 	 	 	
Heavy 	 	Fires a large caliber marksman XEN round. 	Rare 	7 	20 	1.1 	NA 	 	
Light 	 	Fires XEN rounds at extreme speeds at a fraction of the power. 	Rare 	3 	6 	0.2 	NA 	 	
Load 	 	Hitting a turret restores ammunition for it. 	Rare 	4 	100 	6.6 	 	 	
Pinpoint Explosion 	 	Hitting a target will call in artillery strikes that buffet the area. 	Rare 	 	 	 	NA 	 	
Re-Initialize 	 	Hitting a target allows it to taunt nearby enemies. 	Rare 	1 	30 	20.1 	 	 	
Scatter Grenade 	 	Hitting a target spawns several landmines that detonate after a short delay. 	Rare 	4 	25 	16.1 	 	 	
Slingshot 	 	Creates a jump pad on hit. Enemies will be ejected into the air and made Vulnerable. 	Rare 	1 	10 	10.1 	 	 	
Suppression Field 	 	Hitting a target will continuously slow enemies within the area. 	Rare 	1 	78 	10.1 	 	 	
Cooldown Field 	 	Hitting a target creates a field that reduces the firing interval of allied units within the area. 	Epic 	4 	30 	15.1 	 	 	
Focus 	 	Fires a continuous beam that increases in power the longer it's fired. 	Epic 	 	 	 	30m 	 	
Gale 	 	Creates a cyclone with even higher Elemental Build-up. 	Epic 	1 	30 	15.1 	 	 	
Healing Range 	 	Hitting a target heals all allies within range and grants 5 stacks of elemental resistance. 	Epic 	 	 	 	 	 	
Inferno 	 	High damage, with a gradually increasing rate of fire. 	Epic 	 	 	 	 	 	
Splitter 	 	A XEN that splits one bullet into five homing projectiles. 	Epic 	 	 	 	 	 	
Supergravity 	 	Generates a field when landing a hit, where operatives have higher Attack but much lower Movement Speed.	Epic 	 	 	 	 	 	
Warp 	 	Hitting a target teleports all items caught in the area in front of the player. 	Epic 	1 	15 	10.1 	 	 	
Energy Arc 	 	Shoots an arc that pierces enemies. 	Legendary	7 	25 	2.1 	 	 	
Slasher Round 	 	Deal 3 damage 3 s after hit. 	Legendary	 	 	 	 	 	
Spray Cannon 	 	Fires light missiles at a high fire rate. 	Legendary	 	 	 	 	 	
Chain 	 	Hitting a target will continuously cause a random enemy in the vicinity to take high damage. 	Heroic 	 	 	 	NA 	 	Combine this with 3 x Advanced (more doesn't add more effect)
Cluster Missile 	 	Splits into 7 missiles at 5m away from the shooter. 	Heroic 	6 	80 	30.1 	 	 	
Elemental Scatter Shot	 	Deals damage in a fan pattern. 	Heroic 	6.5 	15 	0.6 	15m 	10m	Conal ~60º
Gravity 	 	Creates a black hole when hit, which pulls enemies and deals damage to them over time. 	Heroic 	 	 	 	NA 	 	
Radiance 	 	Lights up the are and marks and reduces the armor of enemies within on hit. 	Heroic 	1 	60 	15.1 	 	 	
=== Buffs ===
Name 	Icon	Properties 	Notes
Mend 	 	Hitting a friendly building heals it. 	
CQC 	 	Bullet deals more damage the closer the taret is. 	
Trigger Finder 	 	Reduces firing interval. 	
Unstable 	 	Damage and efficiency fluctuate randomly. 	
Cryo Affinity 	 	Increases damage of Cryo. 	
Surprise 	 	Deals increased damage to enemies >80% HP. 	
Light Strike 	 	Hitting an enemy triggers a light strike. 	
Multiplier 	 	Bullet deals more damage the farther away the target is. 	
Cascade 	 	Increases damage when a single round costs >120 ammo. 	
Release 	 	Increases AoE. 	
Backstab 	 	Increases damage dealt to enemies from behind and critical chance. 	
Damage Rotor 	 	Reduces firing interval, increases damage. 	
Pursuit 	 	Hitting an enemy's weakness triggers a Blunt Strike. 	
Strong 	 	Increases damage. 	
Critical Strike 	 	Increases Crit Chance when hitting an enemy weakness. 	
Elemental Hunter 	 	Damaging enemies above 80% HP triggers Elemental Build-up. 	
Detonate 	 	Increases AoE, but increases firing interval. 	
Condensed 	 	Increases damage and cost. 	
Recovery 	 	Hitting a mechanical enemy grants a chance of recovering ammo. 	
Checkmate 	 	Deals increased damage to enemies wth low HP. 	
Purify 	 	Increases Elemental Build-up and reduces damage. 	
Energy Affinity 	 	Increases Electro damage. 	
Elemental Entangle	 	Hitting an enemy applies Light Strike and Elemental Build-up to 2 other enemies.	
Chain 	 	Trigges an extra Morph XEN on hit. 	
March On 	 	Increases the bullet's initial velocity. 	
Apex Predator 	 	Damaging enemies with >80% HP applies Piercing 6 times. 	
Mighty Swing 	 	Hitting an enemy with full HP guarantees a critical hit. 	
Pursuit 	 	Hitting an enemy's weakness triggers a Combo Strike 	
Thrifty 	 	Reduces ammo cost. 	
Pyro Affinity 	 	Increases Pyro damage. 	
Intensify 	 	Increases radius and cost. 	
Torment 	 	Hitting an enemy's weakness triggers Piercing 4 times. 	
Damage Entangle 	 	Hitting an enemy applies Blunt Strike to 1 other nearby enemy. 	
Advanced 	 	Increases XEN efficiency. 	Works good with Chain XEN skill
==Elements==
Finally, the last part of the core gun output is the element it fires. Determined by ammunition, it can fire:
* Kinesis rounds, which are standard, no-frills ballistic slugs.
* Pyro ammunition that can set the target on fire, dealing damage over time.
* Cryo ammunition, which freezes the target, eventually encasing them in ice.
* Electro ammunition, which bypasses armor entirely and directly damages the HP of the enemy.
==Strategy==
Category:Outpost: Infinity Siege
Category:Core gun