Sabot Rounds
What it is
Sabot Rounds is a stat-category artifact that pulses on a timer. Every few seconds it applies an armor-shred status to every enemy within a radius around the ship, increasing the damage those enemies take from subsequent hits. The shred is a stacking status with a per-tier stack cap and duration, so steady uptime requires staying inside the radius long enough for stacks to accumulate before the previous pulse expires.
Identity
| Field | Value |
|---|---|
| Display name | Sabot Rounds |
| Category | stat |
| Icon | 🔨 |
| Primary color | aa6633 |
| Secondary color | #774422 |
| Bright/highlight color | cc8844 |
| Damage tag | None (type-agnostic) |
| Trigger | timer (repeats forever once the artifact is equipped) |
| Status applied | shredded (per-stack armor reduction on the target) |
Per-tier values
Tiers are indexed by rarity. The four authored tiers cover uncommon through legendary; the runtime prepends a fifth “common” tier that reuses the uncommon row’s values and only differentiates via the smaller flat passive bonus.
| Rarity | Pulse interval (s) | Pulse radius (px) | Shred per stack | Max stacks | Status duration (s) |
|---|---|---|---|---|---|
| Common | 4 | 350 | 14% | 5 | 6 |
| Uncommon | 4 | 350 | 14% | 5 | 6 |
| Rare | 4 | 425 | 18% | 6 | 6 |
| Epic | 3 | 500 | 22% | 7 | 7 |
| Legendary | 3 | 600 | 30% | 8 | 8 |
At maximum stacks the total armor shred on a target is the per-stack value times the stack cap (e.g. legendary = 30% × 8 = 240% total shred applied to the target’s armor).
Effect
Trigger: a repeating timer keyed to the tiered pulse interval. The first pulse fires after one interval has elapsed and then repeats indefinitely for the duration of the run.
When the timer fires, the artifact runs the following actions in order:
| Action | Effect |
|---|---|
| Area status apply | Applies the shredded status to every enemy inside the tiered radius, centered on the ship. Each application adds one stack of the status, up to the tiered max stacks, and (re)sets the per-target duration to the tiered status duration. |
| Primary VFX | Plays a burst-and-ring effect in the artifact’s bright color: 24 particles, scale 4.5, lifetime 0.40 s. |
| Artifact flash | Flashes the artifact’s HUD icon to signal the proc. |
| Banner | Shows the artifact’s banner the first time it procs in a run. |
The status itself does no damage — it lowers the target’s effective armor so that incoming player damage hits harder. Targets that leave the radius keep any stacks they already have until the per-target status duration expires.
Stacking rules
| Rule | Behavior |
|---|---|
| Max stacks per target | Tiered (5 → 8 across uncommon → legendary). |
| Stack accumulation | Every pulse that catches a target adds one stack, up to the cap. Stacks above the cap are ignored. |
| Per-stack magnitude | Tiered (14% → 30% shred per stack). |
| Status duration per target | Tiered (6 → 8 s). Each pulse that lands on a target refreshes its duration to the full tier value. |
| Multiple targets | The pulse hits every enemy in the radius simultaneously; each target tracks its own stack count and duration independently. |
| Pulse cadence vs. status duration | At every tier the status duration is longer than the pulse interval, so an enemy that stays in the radius accumulates stacks pulse-over-pulse until it hits the cap. |
| Tier upgrades | Replace the per-tier values record wholesale at run start; tier does not change mid-run. |
Summary: Sabot Rounds pulses every 3-4 seconds on a fixed timer, applying a stacking armor-shred status to every enemy in a tiered radius around the ship. Interval, radius, per-stack shred, max stacks, and status duration all scale with tier (legendary: 3 s interval, 600 px radius, 30% per stack, 8 stacks, 8 s duration). The status duration always exceeds the pulse interval, so targets that stay inside the radius ramp to max stacks within a few pulses; targets that leave keep their stacks until the duration expires.
EXTRACT-CANDIDATE flags:
- The “5th common tier reuses uncommon values and differentiates via flat passive bonus” rule is shared across all artifacts and belongs on the
artifactsroll-up page, not duplicated per entity. - The
FLAT_BONUS_PCT_BY_TIERtable (10 → 50 across common → legendary) is engine-wide and should live on theartifactsoverview / authoring guide. - The
shreddedstatus itself (per-stack armor multiplier, stack-cap behavior, duration refresh on reapply) is a generic combat primitive that other sources may apply. Candidate concept page:concepts/status-shredded.mdor a broaderconcepts/status-effects.md. - The
apply_status_aoeaction (ship-centered radius, per-target stack tracking, max-stacks cap, duration refresh) is a shared primitive used by multiple artifacts and should live on the artifact authoring guide. - The
trigger: timerpattern (repeating interval keyed to a$intervalper-tier value) recurs across timer-pulse artifacts and belongs on the authoring guide. - The
burst_and_ringVFX type and theflash_artifactaction are shared primitives across many artifacts — canonical reference belongs on the artifact authoring guide. - The
showBanner: truefirst-proc banner behavior is shared across artifacts and belongs on the roll-up. - Color-palette schema (primary / secondary / bright) is shared across all artifacts; only the values are per-entity.