ArmsKore Coil Gun

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 — 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 which 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. Tungsten spheres are loaded into an accessible compartment in the rear of the weapon after each shot and appear 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 on 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 deforms impacted terrain and leaves a physical trail that can be seen on the Terrain Scanner.

The player appears to have an infinite number of tungsten spheres at their disposal; 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.

## Overclocks

Overclock calculations happen after modifiers.

## 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 active upon firing, while the Electric Trail can only be enabled by equipping the Tier 5 "Electric Trail" weapon modification, and the Hellfire Trail by equipping the Unstable "Hellfire" Overclock on your weapon.

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

#### Overcharger

Overcharger accumulates a flat damage bonus that gets added to the Coil Gun's bullet once it is fired. The damage begins accumulating as soon as the the Coil Gun finishes charging and will continue charging until the Coil Gun overheats. Because the Coil Gun always overheats after exactly 2.5 seconds regardless of how fast it charges it is possible to accrue a larger bonus from Overcharger should the Coil Gun be using Optimized Magnetic Circuit.

Damage Accumulated = 8 Kinetic Damage every 0.25 seconds

#### Controlled Magnetic Flow

Controlled Magnetic Flow allows the Coil Gun to be fired at any of its four stages of charging with its damage and ammo consumption being modified based on the level of charge.

Shot Damage = 0.25 \* Charge Level

Shot Cost = 10 \* 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

#### Necrothermal Explosion

If a bug 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: 140 (50% Explosive, 50% Fire + Heat)
* Damage Radius: 4m
* Max Damage Radius: 3m
* Minimum Damage: 25%
* Friendly Fire Modifier: 50%
* Area Damage Behavior: Radial

### Unique Overclocks

#### The Mole

**The Mole** is a balanced overclock that causes the Coil Gun's projectiles to penetrate significantly farther than they are normally able. Additionally, every time the Coil Gun's projectile penetrates through terrain, it will accumulate a flat damage bonus. The damage bonus is affected by the Coil Gun's charge level and there is no limit to how many times it is able to stack.

* Penetration: 500% bullet penetration
* Damage: 150 Kinetic Damage (per penetration)

#### Triple Tech Chambers

**Triple Tech Chambers** is an unstable overclock that 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 enemies or terrain, but still leaves their own residual trails.