CAN 40MM/60

* Light Cannon

CAN 30  **CAN 40MM/60**  CAN 40MM/70  CAN 50  M302K  O/KB-25  F38 QC

## 40mm/60-RND Cannon

"*Stepping up in damage from the 30mm cannon, the 40mm lays down even greater devastation."*

This is a type of cannon.

Requires **RANK 11**

**As Of Update 1.6.82 20/6/2023**

**The Cannon 40/60 Light Cannon has had a huge update**

**Page Under Construction**

The mechanic keeps busy and is back with another masterwork.

Proudly presenting the **October 2022 Weapon of the Month 40MM/60-RND Frostfire (FF) CANNON**

When firing the **CAN 40/60 FF**, your every second shot freezes zombies and every third one causes a highly destructive explosion.
The **FROSTFIRE** ability: Intermittently freezes and burns zombies.

14 Oct 2022 FF info:

Weapon has a cycle of 6 (doesn't reset after reloading clip), which loops & goes like this:

shot 1 - normal bullet

shot 2 - freezes

shot 3 - fire

shot 4 - freezes

shot 5 - normal bullet

shot 6 - fire

(A) Characteristics of FF Fire round:

(1) Inflicts additional 200% of stated damage within radius of 2.5 over 0.1s & doesn't slow Zs.

(2) Zs exhibit susceptibility to it like light cannon rounds (e.g. titans: 60% of stated damage).

(3) Can self-stack; & stacks with another FF, conventional pure napalm or any weapon/WOTM exhibiting DoT/special effect.

Definition & Clarification of Frost Round:-

Frost round shouldn't be labelled as "freeze" round.

Z = zombie

Frost round causes: -100% Z movement/t (freeze effect), -100% Z damage output/t (also freeze effect) & -%HPmax/t (frost effect) within an active circular zone over a certain time. Zs not initially hit by frost round that traverse into an active frost zone will be subjected to its effects.

N.B. Useful to remember coding doesn't allow stacking of ( -%HPmax/t) frost effect with another ( -%HPmax/t) frost effect. In this instance, "most recently applied" rule will be executed.

(B) Characteristics of FF Frost round:

(1) Reduces 25% of zombie HPmax, minus movement speed x 100% & minus zombie damage output x 100%; within an active zone of 2 tile radius for 4s.

(2) If Z's HP has been reduced (-25%) by previous FF frost round, subsequent FF frost round will subtract another (25% x HPmax) & not (25% x HP75%).

(a) -%HPmax/t of FF & its subsequent frost rounds don't stack. If superimposed, the most recently active -%HPmax/t will apply. If "most recently active" -%HPmax/t expires, then the "next applied" -%HPmax/t will activate if its timer is still running & so on.

eg. FF zone deals -0.0625%HPmax/0.01s. 2 zones affecting same area for total of say 6s => zombie will lose 37.5% HP over 6s.

(b) -%HPmax/t of FF & Aimo SL frost effects don't stack nor negate each other. If superimposed, they behave the same way as described in B(2a).

(c) In addition, since radii of FF & Aimo SL superimposed AoEs are different (2 vs 2.4), respective -%HPmax/t applies where Z is stepping; whilst observing B(2a) if applicable.

(d) Damage inflicted to Zs not governed by species susceptibility.

eg. titan: 60% of stated light cannon round damage doesn't apply.

(3) -(Movement/Damage output):

(a) 2nd frost round from the same or another FF, impacting active frost zone will refresh -(movement/damage output) effect by resetting 4s countdown, within its AoE radius.

(b) -(movement/damage output) of FF & Aimo SL frost rounds don't stack nor negate each other. If superimposed, they behave the same way as described in B(2a).

(4) Otherwise, frost effects stack with any FF fire round & weapon/WOTM exhibiting DoT/special effect.

## Unit Stats

 Mags (Spare Magazine)
 Flight Time

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

## **Pre Update 1.6.82 On 19/6/2023**

Recommended for early missions
Once the best cannon in the game, with a good ROF, clip size, and good reserve ammo. As well, the blast radius makes it quite viable against a group of Impalers. Fine for early missions, but not as effective vs titans etc. Players should trade up to a M777 when available.

**Unit Stats**

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves