- For a complete list of weapon variations, see Category:Weapons.
Types
Weapons in Underrail are split into 5 categories according to the skill they use: guns, throwing, crossbows, melee and also traps. Psi abilities can also be used as a primary means of offense, especially at higher levels.
- Guns are further split into pistols, SMGs, assault rifles and sniper rifles.
- Throwing weapons are further split into standard grenades, special grenades and other throwing weapons/tools.
- Crossbows have no subcategories, but can use a wide variety of special bolts.
- Melee weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
- Traps are supporting weapons, classified as a subterfuge skill rather than direct offensive skill.
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 and fist weapons, Gunslinger only affects pistols (this includes chemical and energy pistols), Spec Ops affects SMG burst attacks and flashbangs.
| GunsGuns includes all the different types of firearms plus chemical/energy pistols (and potentially rifles in future versions).Verify All firearms deal Mechanical damage, but can use various types of Ammo, such as armor-piercing. Chemical and energy weapons increase the versatility of guns with special damage types and effects. Pistols have the advantage of having no skill requirement, so every character can use them to some effect.
  Pistols
Main article: Pistols
 Only firearm with no skill requirement (any character can be fairly efficient with it)Light weapon (dexterity reduces AP cost)AP cost and damage vary 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 precision compared to firearmsSpecial damage types and effectsVery high impact speed, bad against energy shieldsRare especially early onVery expensiveUses energy rather than ammunition (charged from batteries)
  Chemical pistols
Similar to other pistolsLight weapon (dexterity reduces AP cost)Special damage types and on-hit effectsSlower projectiles allow easier energy shield penetrationVery rareUses special chemical vials as ammo
  SMGs
Main article: SMGs
 Single and burst fireLight weapon (dexterity reduces AP cost)No moving penaltyNo melee penaltyMedium rangeVery low AP cost burst firing compared to assault riflesModerate skill requirement
  Assault rifles
Main article: Assault Rifles
 Single and burst fireSlight moving penaltyNo melee penaltyMedium-high rangeHigh damage output, especially with short range burstHigh skill requirementModerate strength requirement (6-7)
  Sniper rifles
Main article: Sniper Rifles
 Powerful single shot attack, great against armored targetsHigh moving and melee penaltiesHighest rangeHigh skill requirementHigh damage output (especially from stealth)Low strength requirement (5)High precision when firing without interference
 | ThrowingMain article: Throwing
  Throwing weapons are combat utilities that can bring powerful area of effect damage and plenty of utility. While throwing is a support weapon skill, throwing knives can be used as cheap means of primary offense.
 Support skill rather than primary weapon skillCheap throwing knives allow limited use as primary weaponPowerful AoE damage (explosive grenades)Provides utility (flashbangs, throwing nets, flares, caltrops, etc)Some weapons can be poisoned for further utility
 CrossbowsMain article: Crossbows
  Crossbows are perhaps the most versatile of physical weapons (second only to psionics) thanks to the wide variety of special bolts and their low impact speed helps against energy shields.
 Versatile weaponMedium-high rangeIncurs 125% increased mechanical damage resistance (harder to penetrate armor)Slower projectiles allow easier energy shield penetrationCheap normal ammoCan fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)Some weapons can be poisoned for further utility
 MeleeMain article: Melee
 Melee attacks have very low impact speed, which them exceptionally strong against energy shielding. Melee offense can be increased by wearing spiked or bladed armor. Most melee weapons belong into one of the subcategories, Crowbar being the only exception.
  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
Uses bleeding wounds extensivelyLight weapon (dexterity reduces AP cost)Incurs 125% increased mechanical damage resistance (harder to penetrate armor)Bypasses 60-75% 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 requirement (8-9)Ignores mechanical damage threshold (damage cannot be fully mitigated with armor)10-15% chance to stun target on hit
 TrapsMain article: Traps
  Traps is a support skill that can be especially effective in combination with high stealth, allowing one to prepare the battlefield as they see fit.
 Must be usually placed before combatAlso helps detect, disarm and collect enemy trapsSupport skill rather than primary weapon skillPowerful AoE damage (explosive mines)Provides utility (bear traps, chemical traps)Some weapons can be poisoned for further utility
 | 
Variations
Most weapon models exist in a wide range of different variations. 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 randomly generated. There are different calibers of most firearm models, different molds for knives and many enhancements such as extended magazines, foregrips, rifle scopes, crossbow speed reloaders and electroshock generators for melee weapons.
Quality
The damage and durability of weapons are determined by the quality of their base component (e.g. gun frame for firearms, metal plates for melee weapons). All crafted/generated weapon models vary in quality, making every weapon model potentially useful at any character level.
Base AP cost
The base action point cost of weapons is generally proportional to how much damage the weapon deals with a single attack. Each point of dexterity above 5 decreases AP cost of light weapons (pistols, SMGs, knives, unarmed and fist weapons) by 4% (additive) and the number is truncated, not rounded. Feats can also decrease or increase AP costs for certain weapons and actions.
See Dexterity for a chart of dexterity bonuses on different light weapons.
Durability
Since version 0.1.7.0, most weapons and armor have durability. You must either buy or craft repair kits that can be used to keep your equipment 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 |  |  |