
Jupiter
If 4 projectiles fired by 2 "Jupiters" appear nearby after flying 45 m they will merge into a lightning ball, which will deal damage within a radius of 10 m, gradually slow down and explode upon destruction. If the projectiles do not merge, then after their destruction, the reload time of the next shot will be reduced by 30%.
| Power score | 2400 |
| Energy | 12 |
| Durability | 465 |
| Mass | 533 |
| Hit damage | 86 |
| Rate of Fire | 22 |
| Range | 73 |
| Accuracy | 52 |
| Ammunition | 16 |
Resists: Penetration 50%
- Reliability: Durability +10%
- Reliability: Mass -17%
- Reliability: Protection from all damage +10%
Add a cabin, modules and a co-driver next to it and every stat shows its base value next to the final value. Reload, overheating, cooling, spread and speed get a side by side visual, and every changed number opens a breakdown of which part changed it.
Every build is a link, so you can share it or keep it. This part's link id is jupiter. Add more parts with commas: #b=jupiter:1,<other id>:1.
- This part alone:
https://crossoutsynergy.com/#b=jupiter:1 - With "Projectiles did not merge (next shot)" switched on:
https://crossoutsynergy.com/#b=jupiter:1:jupiter
Fusion ids, added as a fourth field and joined with +: reliability-durability-10 reliability-mass-17 reliability-protection-from-all-damage-10