Hand blaster

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Name hand blaster
Appearance hard black handmirror
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
  • can be charged
  • has a range of 10 squares
  • shots digs through squares 120 of the time
Base size medium
Base price 1000 zm
(+10/positive
enchant)
Default weight 2
Base material plastic
)
Name blaster bolt
Appearance ruby bolt
Damage vs. small 3d6+6 (+3d6) (12–42)
Damage vs. large 3d8+8 (+3d6) (14–50)
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

A hand blaster is a type of charged energy weapon that appears in dNetHack, notdNetHack and notnotdNetHack. The hand blaster is a medium-sized launcher, making it one-handed for a medium-sized wielder, has a base material of plastic and is considered to be a futuristic item. It uses the firearms skill and fires blaster bolts, expending one charge per shot. Hand blasters appear as a hard black handmirror when unidentified.

Generation

Anachrononauts start each game with knowledge of the hand blaster's identified appearance.

Human Anachrononauts start each game with an uncursed +0 hand blaster.

Several hand blaster are generated in the Anachrononaut quest and Android quest:

  • 4 uncursed +0 hand blasters are generated in the top left storage room inside the bastion on the Anachrononaut quest home level. In the Android quest, 3 hand blasters may be generated instead, though each only has a 12 chance of being created.
  • 2 hand blasters are generated on both of the locate levels.
  • 4 hand blasters are generated on both of the goal levels, and may be created embedded in the walls.
  • 2 more hand blasters may be generated on both of the "filler B" levels.

Hand 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 a hand 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 a hand blaster.

  • Elvenkings are always generated with blessed +3 hand blasters with 55 to 100 remaining charges, which will already have been recharged 1–4 times.
  • troopers are always generated with non-cursed hand blasters with 55 to 100 remaining charges, which will already have been recharged 1–2 times. 110 of the time they will have an enchantment ranging from +4 to +7, and will otherwise be at +0.
  • changed have a 110 chance of being generated with bone hand blasters.
  • The alider is always generated with a blessed +8 hand blaster with 55 to 100 remaining charges, which may already have been recharged 0–2 times.
  • Incantifiers are always generated with a hand blaster.

One other monster can generate with hand blasters.

Description

Hand blasters inflict energy damage, bypassing most damage type resistances. Hand blasters shoot blaster bolts, and firing a hand blaster will always only ever shoot one bolt independently of any multishot bonuses or skill. The hand blaster has a total range of 10 squares, with each shot expending one charge, and suffers a -5 to-hit penalty. A fired blaster bolt deals 3d6+6 against small monsters and 3d10+10 against large monsters. Hand blasters do not benefit from expert traits.

Fired 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 3d6 physical damage, which is not resisted by fire resistance. If the bolt instead hits a wall there is a 120 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.

Hand blasters are normally generated with 80 to 100 charges unless otherwise specified. Each hand 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 hand 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 hand blaster to a carcosan sting, and will prefer a arm blaster to a hand blaster.

Messages

The door is blown to splinters by the impact!
You destroyed a door with a blaster bolt.
The wall blows apart from the impact!
You destroyed a wall with a blaster bolt.