Difference between revisions of "Weapons"

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Weapons in Underrail are split into 4 categories according to the skill they use: '''guns''', '''throwing''', '''crossbows''' and '''melee'''.
 
Weapons in Underrail are split into 4 categories according to the skill they use: '''guns''', '''throwing''', '''crossbows''' and '''melee'''.
 
: [[#Guns|Guns]] are further split into pistols, SMGs, assault rifles and sniper rifles.
 
: [[#Guns|Guns]] are further split into pistols, SMGs, assault rifles and sniper rifles.
: [[#Throwing|Throwing]] weapons are further split into explosive grenades, special grenades and other throwing weapons.
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: [[#Throwing|Throwing]] weapons are further split into standard grenades, special grenades and other throwing weapons/tools.
 
: [[#Crossbows|Crossbows]] have no subcategories, but have a wide variety of special bolts available.
 
: [[#Crossbows|Crossbows]] have no subcategories, but have a wide variety of special bolts available.
 
: [[#Melee|Melee]] weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
 
: [[#Melee|Melee]] weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
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* Low-medium range
 
* Low-medium range
 
* Increased precision
 
* Increased precision
* Does energy damage which easily penetrates most armors
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* Special attacks and damage types
 
* Bad against energy shields
 
* Bad against energy shields
 
* Very expensive
 
* Very expensive
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* High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)
 
* High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)
 
* High skill requirement
 
* High skill requirement
* Moderate strength requirement
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* Moderate strength requirement (6-7)
  
 
=== [[File:Sniper.png|25px|link=]] Sniper rifles ===
 
=== [[File:Sniper.png|25px|link=]] Sniper rifles ===
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* High skill requirement
 
* High skill requirement
 
* High damage output (especially from stealth)
 
* High damage output (especially from stealth)
* Low strength requirement
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* Low strength requirement (5)
 
* High precision when firing without interference
 
* High precision when firing without interference
  
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=== [[File:Sledgehammer.png|25px|link=]] Sledgehammers ===
 
=== [[File:Sledgehammer.png|25px|link=]] Sledgehammers ===
 
* High damage per hit (especially in hands of a strong character)
 
* High damage per hit (especially in hands of a strong character)
* High strength requirement
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* High strength requirement (8-9)
 
* Ignores mechanical damage threshold (damage can never be fully mitigated)
 
* Ignores mechanical damage threshold (damage can never be fully mitigated)
 
* 10% chance to stun target on hit
 
* 10% chance to stun target on hit

Revision as of 12:03, 18 October 2014

This article is outdated. You can help Underrail Wiki by updating it.
Reason given: Base AP cost chart no longer accurate with the new weapon models and changes to old models in 0.1.12.0
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 standard grenades, special grenades and other throwing weapons/tools.
Crossbows have no subcategories, but have a wide variety of special bolts available.
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 and fist weapons, Gunslinger only affects pistols (this includes chemical and energy pistols).


Overview of all weapon types

Guns

All the different types of firearms. Also includes chemical and energy weapons.

Pistol.png 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 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

PlasmaPistol.png Energy pistols

  • Lower damage potential than an average firearm of the same quality
  • Light weapon (dexterity reduces AP cost)
  • Low-medium range
  • Increased precision
  • Special attacks and damage types
  • Bad against energy shields
  • Very expensive
  • Uses energy rather than ammunition (charged from batteries)

Acid Blob Pistol.png Chemical pistols

  • Similar to other pistols
  • Light weapon (dexterity reduces AP cost)
  • Special attacks and damage types
  • Very rare
  • Uses special chemical vials as ammo

Smg.png SMGs

  • Single and burst fire
  • Light weapon (dexterity reduces AP cost)
  • No moving penalty
  • No melee penalty
  • Medium range
  • Can be enhanced for increased burst precision (less likely to miss/hit other targets)
  • Moderate skill requirement

AssaultRifle.png Assault rifles

  • Single and burst fire
  • Slight moving penalty
  • No melee penalty
  • Medium-high range
  • High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)
  • High skill requirement
  • Moderate strength requirement (6-7)

Sniper.png Sniper rifles

  • Powerful single shot attack, great against armored targets
  • High moving and melee penalties
  • Highest range
  • High skill requirement
  • High damage output (especially from stealth)
  • Low strength requirement (5)
  • High precision when firing without interference

Frag Grenade.png Throwing

  • Support skill rather than primary weapon skill
  • Powerful AoE damage (explosive grenades)
  • Provides utility (flashbangs, throwing nets, flares, caltrops, etc)

Scoped Hurricane Crossbow.png Crossbows

  • Versatile 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 (poison, tranquilizing, incendiary, shock, etc)
  • Cheap ammo

Melee

Most melee weapons belong into one of the subcategories. Crowbar is currently the only exception to this.

Unarmed.png Unarmed

  • Pure unarmed fighting with your bare fists
  • Light weapon (dexterity reduces AP cost)
  • Can be enhanced with psychokinesis psi powers
  • Incurs 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)

Cave Hopper Leather Gloves.png Fist weapons

  • An alternative path for unarmed characters
  • Light weapon (dexterity reduces AP cost)
  • Overcomes some of unarmed weaknesses such as lack of AoE and burst damage
  • Incurs 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)

Steel Combat Knife.png Knives

  • Can be crafted out of any type of metal
  • Light 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)

Sledgehammer.png Sledgehammers

  • High damage per hit (especially in hands of a strong character)
  • High strength requirement (8-9)
  • Ignores mechanical damage threshold (damage can never be fully mitigated)
  • 10% chance to stun target on hit

HE Mine.png Traps

  • Must be usually placed before combat
  • Also helps detect and disarm enemy traps
  • Support skill rather than primary weapon skill
  • Powerful 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 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). 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.