Weapon Systems

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Overview

Weapon Systems are the different slots that most Power Armor powers fall into. There are three "slots" for weapon systems: hands, chest, and shoulder.

Most of these powers are toggle abilities that cost energy to activate and to maintain (like maintain abilities), that lock out activation of all powers except for other weapon systems.

It is important to note that you can only have one system of each type maintained at any given time. So, while activating Concussor Beam, you could activate Mini Gun and charge Micro Munitions all at the same time. However you can still use charge powers that use these slots (might be a bug). For each weapon system toggle active, all other Powers energy cost is increased by 10%.


Power Type Method Weapon Slot Notes
  Wrist Bolter Energy Builder Maintain Hand* With advantage only, will not generate energy while other systems are active
  Power Gauntlet Ranged Attack Tap, Charge Hand Doesn't increase cost, single target
  Concussor Beam Ranged Attack Toggle Hand Single target, has repel
  Eye Beam Ranged Attack Toggle Shoulder Low cost, low damage, will hit column after 5 sec
  Mini Gun Ranged Area Attack Toggle Shoulder Hits column, damage decreased with more targets
  Shoulder Launcher Ranged Area Attack Toggle Shoulder Upfront cost, only fires once at end of toggle duration, hits sphere
  Micro Munitions Ranged Area Attack Toggle Chest Hits sphere
  Chest Beam Ranged Area Attack Tap, Charge Chest Hits column, doesn't increase cost

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