Arm blaster
| ) | |
|---|---|
| Name | arm blaster |
| Appearance | hard white bracer |
| Damage vs. small | 1d2 |
| Damage vs. large | 1d2 |
| Damage type | blunt |
| To-hit bonus | -5 |
| Weapon skill | firearms |
| Expert traits | (none) |
| Primary attribute | strength |
| Magical item? | yes |
| Future tech? | yes |
| Properties |
|
| Base size | large |
| Base price | 4500 zm (+10/positive enchant) |
| Default weight | 1 |
| Base material | plastic |
| ) | |
|---|---|
| Name | heavy blaster bolt |
| Appearance | scarlet bolt |
| Damage vs. small | 3d10+10 (+3d10) (16–70) |
| Damage vs. large | 3d12+12 (+3d10) (18–78) |
| Damage type | energy |
| To-hit bonus | +0 |
| Weapon skill | firearms |
| Expert traits | (none) |
| Primary attribute | strength |
| Magical item? | no |
| Future tech? | yes |
| Properties | (none) |
| Base size | tiny |
| Base price | 0 zm (+10/positive enchant) |
| Default weight | 1 |
| Base material | metal |
An arm blaster is a type of charged energy weapon that appears in dNetHack, notdNetHack and notnotdNetHack. The arm blaster is a large-sized launcher, making it one-handed for most medium and smaller heroes, has a base material of plastic and is considered to be a futuristic item. It uses the firearms skill and fires heavy blaster bolts, expending one charge per shot. Arm blasters appear as a hard white bracer when unidentified.
Generation
Anachrononauts start each game with knowledge of the arm blaster's identified appearance.
Human Anachrononauts start each game with an uncursed +0 arm blaster.
Several arm blaster are generated in the Anachrononaut quest and Android quest:
- An uncursed +0 arm blaster is generated in the top left storage room inside the bastion on the Anachrononaut quest home level, though none are generated in the Android quest.
- An arm blaster is generated on both of the locate levels
- 3 more arm blasters are generated on both of the goal levels, and may be created embedded in the walls.
Wreckage item piles created in the The Paths of Law have a 4⁄5 chance of being a "clockwork horror" wreckage, which have a 9⁄100 chance of including gold items. If wands with the "gold" appearance are not a type of attack wand in the current game, a gold arm blaster will be added to the pile. If they are, the arm blaster will be replaced by a gold attack wand instead.
Arm blasters are not randomly generated and cannot be wished for by a hero that isn't a Tourist, though they may still be found in bones. When an arm blaster is generated on a bones level it will have its recharge counter set to 4, preventing it from being recharged, and also has its remaining charges halved.
Several monsters that are encountered in the future can be generated with an arm blaster.
- myrkalfar matrons are always generated with non-cursed +4 arm blasters with 55 to 100 remaining charges, which will already have been recharged 4 times.
- troopers are always generated with non-cursed +0 arm blasters with 5 to 50 remaining charges, which will already have been recharged 4 times.
- Dwarven monsters generated during level creation will always be generated with +0 arm blasters with 5 to 50 remaining charges, which will already have been recharged 4 times.
One other monster can generate with arm blasters.
- For Incantifier Kensei, gray fungal towers generated in the Kensei quest have a 1⁄12 (8.33%) chance of being generated with an arm blaster and a power pack.
Description
Due to their bulky build arm blasters cannot be wielded while wearing metallic gloves. However, this also prevents them from slipping off if the hero is affected by glibness. Arm blasters inflict energy damage, bypassing most damage type resistances. They fire heavy blaster bolts that have a total range of 15 squares, with each shot expending one charge, and suffer a -5 to-hit penalty. The arm blaster has three separate firing modes: single-shot, burst, and semi-automatic. Firing an arm blaster set to single-shot will always shoot a single bolt, independently of any multishot bonuses. Arm blasters always fire 2 shots when set to burst mode, or 6 when set to full automatic mode. A fired heavy blaster bolt deals 3d10+10 against small monsters and 3d12+12 against large monsters. Arm blasters do not benefit from expert traits.
Fired heavy blaster bolts explode on contact with monsters and obstacles, or once they reach their range limit without having hit anything. Monsters caught in the explosion, including the hero, sustain 3d10 physical damage, which is not resisted by fire resistance. If the bolt instead hits a wall there is a 1⁄5 chance that it will be dug out, leaving behind 20–40 rocks. Closed doors hit by heavy blaster bolts will be destroyed, while squares of solid rock will remain unaffected.
Arm blasters are normally generated with 80 to 100 charges unless otherwise specified, and initially have their firing mode set to single-shot. Each arm blaster can be charged up to 4 times, which has different effects based on the beautitude of the charging source: blessed charging sets charges to 100, cursed charging sets charges to 10 and uncursed charging sets the charges to a number between 80 and 99. Attempting to recharge an arm blaster after it has been recharged 4 times wastes the charging with no further effect.
In terms of monster weapon preference, monsters will prefer the arm blaster to all other ranged weapons. While a monster will make use of an arm blaster when engaging the hero at range, they are still unable switch the arm blasters' firing mode.
Messages
- The arm blaster fits too tightly to allow such bulky, rigid gloves.
- You attempted to wear metallic gloves while wielding an arm blaster.
- You cannot fit the bracer over such bulky, rigid gloves.
- You attempted to wield an arm blaster while wearing metallic gloves.
- The door is blown to splinters by the impact!
- You destroyed a door with a heavy blaster bolt.
- The wall blows apart from the impact!
- You destroyed a wall with a heavy blaster bolt.