|   |  | 
| Line 159: | Line 159: | 
|  | |- |  | |- | 
|  | | 8.6mm SMG || 16 |  | | 8.6mm SMG || 16 | 
|  | + | |- | 
|  | + | | 9mm SMG || 14 | 
|  | |- |  | |- | 
|  | | 7.62mm assault rifle || 13 |  | | 7.62mm assault rifle || 13 | 
		Revision as of 17:47, 9 July 2014
- For a complete list of weapon variations, see Category:Weapons.
Types
Weapons in Underrail are split into 4 categories according to the skill they use: guns, throwing, crossbows and melee.
- Guns are further split into pistols, SMGs, assault rifles and sniper rifles.
- Throwing weapons are further split into explosive grenades, special grenades and other throwing weapons.
- Crossbows have no subcategories.
- Melee weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
Feats often enhance or work with only some types of weapons, e.g. Snipe requires a crossbow or sniper rifle, Lightning Punches works with unarmed anf fist weapons, Gunslinger only affects pistols (this includes chemical and energy pistols).
| Details of all weapon types | 
| 
 GunsAll the different types of firearms. Also includes chemical and energy weapons.
  Pistols
Only firearm with no skill requirement (any character can be fairly efficient with it)Light weapon (dexterity reduces AP cost)AP cost varies greatly with caliberNo moving penalty (can move and shoot without precision penalty)No melee penalty (enemies in melee range do not reduce your precision)Low-medium range
  Energy pistols
Lower damage potential than an average firearm of the same qualityLight weapon (dexterity reduces AP cost)Low-medium rangeIncreased precisionDoes energy damage which easily penetrates most armorsBad against energy shieldsVery expensiveUses energy rather than ammunition (charged from batteries)
  Chemical pistols
Similar to other pistolsLight weapon (dexterity reduces AP cost)Special attacks and damage typesVery rareUses special chemical vials as ammo
  SMGs
Single and burst fireLight weapon (dexterity reduces AP cost)No moving penaltyNo melee penaltyMedium rangeCan be enhanced for increased burst precision (less likely to miss/hit other targets)Moderate skill requirement
  Assault rifles
Single and burst fireSlight moving penaltyNo melee penaltyMedium-high rangeHigh damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)High skill requirementModerate strength requirement
  Sniper rifles
Powerful single shot attack, great against armored targetsHigh moving and melee penaltiesHighest rangeHigh skill requirementHigh damage output (especially from stealth)Low strength requirementHigh precision when firing without interference
  Throwing
Support skill rather than primary weapon skillPowerful AoE damage (explosive grenades)Provides utility (flashbangs, throwing nets, flares, caltrops, etc)
  Crossbows
Versatile weaponMedium-high rangeIncurs 125% increased mechanical damage resistance (harder to penetrate armor)Slower projectiles allow easier energy shield penetrationCan fire special bolts (poison, tranquilizing, incendiary, shock, etc)Cheap ammo
 MeleeMost melee weapons belong into one of the subcategories. Crowbar is currently the only exception to this.
  Unarmed
Pure unarmed fighting with your bare fistsLight weapon (dexterity reduces AP cost)Can be enhanced with psychokinesis psi powersIncurs 125% increased mechanical damage resistance (harder to penetrate armor)Bypasses 100% of target's energy shield. (very low impact speeds are harder to shield against)
  Fist weapons
An alternative path for unarmed charactersLight weapon (dexterity reduces AP cost)Overcomes some of unarmed weaknesses such as lack of AoE and burst damageIncurs 125% increased mechanical damage resistance (harder to penetrate armor)Bypasses 80% of target's energy shield. (very low impact speeds are harder to shield against)
  Knives
Can be crafted out of any type of metalLight weapon (dexterity reduces AP cost)Incurs 125% increased mechanical damage resistance (harder to penetrate armor)Bypasses 60% of target's energy shield. (very low impact speeds are harder to shield against)
  Sledgehammers
High damage per hit (especially in hands of a strong character)High strength requirementIgnores mechanical damage threshold (damage can never be fully mitigated)10% chance to stun target on hit
  Traps
Must be usually placed before combatAlso helps detect and disarm enemy trapsSupport skill rather than primary weapon skillPowerful AoE damage (explosive mines)Some utility (bear traps, poisoned traps, acid entangling traps)
 | 
Variations
Most weapon models exist in a wide range of different variations, but some unique weapons also exist.
Weapon variations can be either crafted from components, purchased from traders, found, stolen or looted from dead enemies. Only throwing weapons and traps have pre-defined varieties, others are random-generated. The most basic variable between two seemingly identical weapons is damage; in addition to that, there are different calibers of firearms, different molds for knives, many enhancements ranging from rifle scope to an electroshock generator on a sledgehammer.
For example, the Hawker pistol alone has 8 different variations which include different calibers and weapon enhancements like a laser sight or an extended pistol magazine. Furthermore, the damage of all those variants depends on the quality of the pistol frame they're made of. The amount of different weapons is vastly larger than it might initially seem to be.
Base AP cost
The base action point cost of weapons is the same for all weapons of the same type, but some weapon enhancements may modify it. For firearms, the AP cost is based on caliber and weapon type.
Each point of dexterity above 5 decreases AP cost of light weapons (pistols, SMGs knives, unarmed and fist weapons) by 4% (additive). Some feats also decrease AP costs for certain weapons and actions
| Weapon base AP cost chart | 
| 
| Weapon type | AP |  
| 5mm pistol | 16 |  
| 7.62mm pistol | 20 |  
| 9mm pistol | 25 |  
| .44 pistol | 32 |  
| Laser pistol | 22 |  
| Plasma pistol | 40 |  
| Chemical pistol | 25 |  
| 5mm SMG | 11 |  
| 7.62mm SMG | 13 |  
| 8.6mm SMG | 16 |  
| 9mm SMG | 14 |  
| 7.62mm assault rifle | 13 |  
| 8.6mm assault rifle | 14 |  
| 9mm assault rifle | 16 |  
| 7.62mm sniper rifle | 35 |  
| 8.6mm sniper rifle | 40 |  
| 12.7mm sniper rifle | 45 |  
| Throwing weapons | 15 |  
| Caltrops | 20 |  
| Crossbow | 25 |  
| Crossbow (special bolt) | 49 |  
| Unarmed | 12 |  
| Crowbar | 18 |  
| Leather fist weapon | 12 |  
| Metal fist weapon | 16 |  
| Knife | 12 |  
| Sledgehammer | 25 |  | 
Durability
Since version 0.1.7.0, most weapons and armor have durability. This means you must periodically use repair kits to keep your gear in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a Degraded Weapon or Heavily Degraded Weapon and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. Zero durability weapons can still be repaired back to normal.
| 
| Weapons |  
|  |  
| Firearms |  |   |  
|  |  
| Other guns |  |  
|  |  
| Throwing |  |  
|  |  
| Crossbows |  |  
|  |  
| Melee |  |  
|  |  
| Traps |  |  
|  |  
| Unique guns |  |  
|  |  
| Unique other |  |  
|  |  
| Sørmirbæren E |  |  |