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For a complete list of weapon (item) variations, see Category:Weapons.


Weapons and other means of offense in Underrail are split into 8 skills: guns, throwing, crossbows, melee, traps and the psionic disciplines of thought control, psychokinesis and metathermics. The term weapon specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.

Guns includes firearms, chemical weapons and energy weapons. They are further split into pistols, SMGs, assault rifles, sniper rifles and shotguns E.
Throwing utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.
Crossbows have no subcategories, but can use a wide variety of special bolts.
Melee weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.
Traps are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.
Thought Control psionic abilities affect the minds of living targets to damage and control them.
Psychokinesis psionic abilities consist of telekinetic manipulation and electricity projection.
Metathermics psionic abilities control temperature, creating fire and ice for various purposes.
Temporal Manipulation E psionic abilities manipulate time in different ways.

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 firearm-type pistols, Spec Ops affects SMG burst attacks and flashbangs.


Main article: Guns

Guns are weapons. Includes all types and models of firearms and also chemical/energy weapons. 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.

Pistol.png Pistols Smg.png SMGs AssaultRifle.png Assault Rifles Sniper.png Sniper Rifles Rebel.png Shotguns  Expedition
  • Only firearm with no skill requirement (any character can be fairly efficient with it)
  • Light weapon (dexterity reduces AP cost)
  • Loud, but low calibers can be silenced
  • AP cost and damage vary greatly with caliber
  • No moving penalty (can move and shoot without precision penalty)
  • No melee penalty (enemies in melee range do not reduce your precision)
  • Low-medium range
  • Single and burst fire
  • Light weapon (dexterity reduces AP cost)
  • Loud, but low calibers can be silenced
  • No moving penalty
  • No melee penalty
  • Medium range
  • Very low AP cost burst firing compared to assault rifles
  • Moderate skill requirement
  • Single and burst fire
  • Slight moving penalty
  • No melee penalty
  • Medium-high range
  • High damage output, especially with short range burst
  • Very loud
  • High skill requirement
  • Moderate strength requirement (6-7)
  • Powerful single shot attack, great against armored targets
  • High moving and melee penalties
  • Highest range
  • High skill requirement
  • High damage output (especially from stealth)
  • Very loud
  • Low strength requirement (5)
  • High precision when firing without interference
  • Strong single shot attack firing multiple pellets at once
  • Can hit several targets with one shell
  • Combat shotguns can burst fire
  • No moving or melee penalties
  • Low-medium range
  • High damage output against individual targets up close
  • Accuracy drops sharply with distance
  • Very loud
  • Low-moderate strength requirement (5-6)
Other guns
PlasmaPistol.png Energy Pistols Acid Blob Pistol.png Chemical Pistols
  • Lower damage potential than an average firearm of the same quality
  • Light weapon (dexterity reduces AP cost)
  • Low-medium range
  • Increased precision compared to firearms
  • Special damage types and effects
  • Very high impact speed, bad against energy shields
  • Rare especially early on
  • Very expensive
  • Uses energy rather than ammunition (charged from batteries)
  • Similar to other pistols
  • Light weapon (dexterity reduces AP cost)
  • Low range
  • Special damage types and on-hit effects
  • Slower projectiles allow easier energy shield penetration
  • Very rare
  • Uses special chemical vials as ammo


Main article: Throwing

Throwing items are not classified as weapons. They are combat utilities. While throwing is a support weapon skill, throwing knives can be used as cheap means of primary offense. Grenades provide powerful area of effect damage and there are various other throwing utilities.

Throwing Knife.png Throwing knives Frag Grenade.png Standard grenades EMP Grenade Mk II.png Special grenades Caltrops.png Misc. throwing
  • Cheap throwing knives allow limited use of throwing as primary means of offense
  • Damage increases with user's throwing skill
  • Can be poisoned for further utility
  • Silent
  • Powerful area of effect damage
  • Extremely loud
    • Frag grenades
    • HE grenades
    • Incendiary grenades
    • Plasma grenades  Expedition
  • Special purpose grenades
    • Flashbangs
    • Stingball grenades  Expedition
    • EMP grenades
    • Gas grenades
  • Caltrops to slow down enemy movement
    • Can be poisoned for further utility
  • Throwing nets for entangling enemies
  • Flares for lighting areas up and detecting prowlers


Crossbows are weapons. They are perhaps the most versatile of weapons (second only to psionics) thanks to the wide variety of special bolts. Crossbow bolts' low impact speed helps against energy shields, but they have trouble against heavy armor.

Scoped Hurricane Crossbow.png Crossbows
  • Versatile weapon
  • Silent weapon
  • Medium-high range
  • Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
  • Slower projectiles allow easier energy shield penetration
  • Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)


Main article: Melee

Melee weapons, excluding unarmed, are weapons. 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 these subcategories, Crowbar being the only exception.

Unarmed.png Unarmed Cave Hopper Leather Gloves.png Fist weapons Steel Combat Knife.png Knives Steel Machete.png Swords  Expedition Steel Spear.png Spears  Expedition Steel Sledgehammer.png Sledgehammers
  • Light "weapon" (dexterity reduces AP cost)
  • Not classified as weapon
  • Base damage increases with character level and strength
  • Silent
  • Can be enhanced with psychokinesis psionic powers
  • Incurs 140% increased mechanical damage resistance (harder to penetrate armor)
  • Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)
  • Light weapon (dexterity reduces AP cost)
  • Silent
  • Overcomes some of unarmed weaknesses such as lack of AoE and burst damage
  • Incurs 140% increased mechanical damage resistance (harder to penetrate armor)
  • Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)
  • Light weapon (dexterity reduces AP cost)
  • Silent
  • Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
  • Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)
  • Low-moderate strength requirement (4-7)

High risk high reward weapon, relies on the user keeping up the offensive:

  • Carves up living targets
  • Capable of high damage output
  • Suffers greatly from a single miss when using Flurry
  • Moderate strength requirement (6-7)

Versatile offense/defense:

  • Ignores 25% of mechanical damage resistance of organic targets (piercing)
  • Block with Spear Guard
  • Can be thrown for ranged damage
  • Area of effect damage potential
  • High strength requirement (8-9)
  • High damage per hit (especially in hands of a strong character)
  • Noisy, depending on what it hits
  • Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)
  • 10-15% chance to stun target on hit


Traps are not classified as weapons. 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.

Bear Trap.png Traps
  • Must be usually placed before combat
  • Also helps detect, disarm and collect enemy traps
  • Support skill rather than primary weapon skill
  • Powerful AoE damage (explosive mines)
  • Provides utility (bear traps, chemical traps)
  • Bear traps can be poisoned for further utility

Psi abilities

Main article: Psi abilities

Psionic abilities are technically not classified as weapons. Unlike weapons, psi abilities require no physical ammunition and directly targeted psi abilities always hit their targets. Invoking psi abilities costs psi, which is naturally regenerating mental resource of psionically empathic characters and creatures. They are powerful abilities, but the power comes with a drawback. Accessing your character's psionic potential requires Psi Empathy which also reduces your base health by 25%.


Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.

Weapon variations can be either crafted from components, purchased from traders, found, stolen or looted from the dead. Throwing utilities and traps consist of few pre-defined varieties, but all others are randomly generated with a wide range of component and quality variations. 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.


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 craftable 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. Feats can also decrease or increase AP costs for certain weapons and actions.

See Dexterity for details on dexterity AP cost reductions.


Since version, 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.


As of version, all weapons emit some degree of noise. The player will have to consider more than just visual perception when handling a hostile area. This system works in a simple manner: certain actions, such as firing weapons and grenade explosions, now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers) - to have an edge over other weapon types when doing a stealth assassination.

In addition to this, a lot of NPCs will holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.