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Item Database - Kyr'Ozch Submachine Gun - Type 12

Kyr'Ozch Submachine Gun - Type 12 Icon #255472 This weapon is a marvel of Kyr'Ozch bio-engineering. This submachine gun uses a system much like the machine pistol, but in a slightly heavier configuration, allowing for modifications to make the weapon fully automatic. This weapon has been enhanced with a piece of Kyr'Ozch Bio-Material.
Flags Visible, Modified Description
Can Carry, Wear, Burst, Full Auto
Patch 15.6.1
QL
300
Change QL:
Type Weapon
Slot Right hand
Value 100000
Equip time 3s
Attack time 1.2s
Recharge time 1.2s
Range 25 m
Clip 25 - Energy ammo
Damage 245-385 (270) - Energy AC
Attack rating cap 2400
Burst cycle 2500
Fullauto cycle 11000
Initiative skill Ranged init
Mass 0.4kg
Damage View this weapon in the Damage Calculator
Defense skills
Dodge ranged 100 %
Attack skills
Smg 100 %
Requirements
To Equip User Expansion sets & Alien Invasion and
User Smg >= 2001 and
User Burst >= 1501 and
User Full auto >= 1801
Effects
On Hit User Cast Glory 3% chance  
User Cast Glory 3% chance  
User Cast Glory 3% chance  
User Cast Glory 3% chance  
Comments
Machen @ 2004-09-08 12:19
1801 Full Auto... pff :p
Enfotank @ 2005-04-25 18:30
Is this weapon better then Superior Perennium Beamer,and how much does fixers hit with Subgun type 12.
jeff123 @ 2005-11-16 03:18
Your normal hits will vary between 858 and 858 points. yeah
Superior Perennium Beamer: 660 damage
arslanserc3 @ 2006-01-20 13:21
can fixers have 1801 full auto? and is this an alternative for soldiers?
elitezorz @ 2006-02-05 18:26
Full auto is not the problem, with attack rating you won't do 858 damage, and 11000 full auto even reduced will still be 40+ seconds...
leite @ 2006-03-22 22:33
could be perfect if FA skill was lower ;(
Gurudee @ 2006-07-24 06:23
Pffft to Soldiers and fixers :P
I want one on my Doc.
This + triple dot's = "KS my dyna will ya!"
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