Difference between revisions of "Weapons"

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[[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.''
 
[[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.''
  
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{|  
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== Guns ==
 
== Guns ==
Guns includes all the different types of firearms plus chemical/energy pistols (and rifles in future versions). 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 attacks and damage types. Pistols have the advantage of having no skill requirement, so everyone can use them to some effect.
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Guns 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.
  
 
=== [[File:Pistol.png|25px|link=]] Pistols ===
 
=== [[File:Pistol.png|25px|link=]] Pistols ===
 
* Only firearm with no skill requirement (any character can be fairly efficient with it)
 
* Only firearm with no skill requirement (any character can be fairly efficient with it)
 
* Light weapon (dexterity reduces AP cost)
 
* Light weapon (dexterity reduces AP cost)
* AP cost varies greatly with caliber
+
* AP cost and damage vary greatly with caliber
 
* No moving penalty (can move and shoot without precision penalty)
 
* No moving penalty (can move and shoot without precision penalty)
 
* No melee penalty (enemies in melee range do not reduce your precision)
 
* No melee penalty (enemies in melee range do not reduce your precision)
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* Light weapon (dexterity reduces AP cost)
 
* Light weapon (dexterity reduces AP cost)
 
* Low-medium range
 
* Low-medium range
* Increased precision
+
* Increased precision compared to firearms
* Special attacks and damage types
+
* Special damage types and effects
* Bad against energy shields
+
* Very high impact speed, bad against energy shields
 
* Rare especially early on
 
* Rare especially early on
 
* Very expensive
 
* Very expensive
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* Similar to other pistols
 
* Similar to other pistols
 
* Light weapon (dexterity reduces AP cost)
 
* Light weapon (dexterity reduces AP cost)
* Special attacks and damage types
+
* Special damage types and on-hit effects
 +
* Slower projectiles allow easier energy shield penetration
 
* Very rare
 
* Very rare
 
* Uses special chemical vials as ammo
 
* Uses special chemical vials as ammo
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* No melee penalty
 
* No melee penalty
 
* Medium range
 
* Medium range
* Can be enhanced for increased burst precision (less likely to miss/hit other targets)
+
* Very low AP cost burst firing compared to assault rifles
 
* Moderate skill requirement
 
* Moderate skill requirement
  
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* No melee penalty
 
* No melee penalty
 
* Medium-high range
 
* Medium-high range
* 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
 
* High skill requirement
 
* High skill requirement
 
* Moderate strength requirement (6-7)
 
* Moderate strength requirement (6-7)
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== Melee ==
 
== Melee ==
Melee attacks have very low impact speed, which them exceptionally strong against energy shielding. Most melee weapons belong into one of the subcategories. [[Crowbar]] is currently the only exception to this.
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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.
  
 
=== [[File:Unarmed.png|25px|link=]] Unarmed ===
 
=== [[File:Unarmed.png|25px|link=]] Unarmed ===
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* 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 (8-9)
 
* High strength requirement (8-9)
* Ignores mechanical damage threshold (damage can never be fully mitigated)
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* Ignores mechanical damage threshold (damage cannot be fully mitigated with armor)
 
* 10-15% chance to stun target on hit
 
* 10-15% chance to stun target on hit
  
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* Support skill rather than primary weapon skill
 
* Support skill rather than primary weapon skill
 
* Powerful AoE damage (explosive mines)
 
* Powerful AoE damage (explosive mines)
* Provides utility (bear traps, acid entangling traps)
+
* Provides utility (bear traps, chemical traps)
 
* Some weapons can be poisoned for further utility
 
* Some weapons can be poisoned for further utility
 
|}
 
|}
  
 
= Variations =
 
= Variations =
Most weapon models exist in a wide range of different variations. Some '''unique''' weapons also exist.
+
Most weapon models exist in a wide range of different variations. Some unique weapons also exist.
  
Weapon variations can be either [[crafting|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. 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.
+
Weapon variations can be either [[crafting|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 ===
 
=== Quality ===
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=== Base AP cost ===
 
=== 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 down. Some feats also decrease AP costs for certain weapons and actions.
+
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 complete chart of dexterity bonuses on different light weapons.
 
  
{| class="sortable wikitable"
+
See [[Dexterity]] for a chart of dexterity bonuses on different light weapons.
|+ Weapon AP cost chart (base cost & dex example)
 
|-
 
! Weapon type<br>(specific model) !! AP !! AP cost<br/>(10 [[Dexterity|DEX]])
 
|-
 
| 5mm pistol || 16 || 12
 
|-
 
| 7.62mm pistol || 20 || 16
 
|-
 
| 9mm pistol || 25 || 20
 
|-
 
| data-sort-value="9mm1" | .44 pistol || 32 || 25
 
|-
 
| Laser pistol || 22 || 17
 
|-
 
| Electroshock pistol || 25 || 20
 
|-
 
| Plasma pistol || 40 || 32
 
|-
 
| Acid blob pistol || 25 || 20
 
|-
 
| 5mm SMG || 11 || 8
 
|-
 
| 7.62mm SMG || 13 || 10
 
|-
 
| 8.6mm SMG || 16 || 12
 
|-
 
| 9mm SMG ([[H&K MP5]]) || 14 || 11
 
|-
 
| 7.62mm assault rifle ([[Hornet]]) || 11 || 11
 
|-
 
| 7.62mm assault rifle || 13 || 13
 
|-
 
| 8.6mm assault rifle ([[Hornet]]) || 12 || 12
 
|-
 
| 8.6mm assault rifle || 14 || 14
 
|-
 
| 9mm assault rifle ([[Hornet]]) || 14 || 14
 
|-
 
| 9mm assault rifle || 16 || 16
 
|-
 
| 7.62mm sniper rifle ([[Dragunov]]) || 25 || 25
 
|-
 
| 7.62mm sniper rifle ([[Spearhead]]) || 30 || 30
 
|-
 
| 7.62mm sniper rifle || 35 || 35
 
|-
 
| 8.6mm sniper rifle || 40 || 40
 
|-
 
| data-sort-value="9mm2" | 12.7mm sniper rifle || 45 || 45
 
|-
 
| Throwing weapons || 15 || 15
 
|-
 
| Caltrops || 20 || 20
 
|-
 
| Crossbow ([[Cyclon]] w/ pneumatic reloader) || 18 || 18
 
|-
 
| Crossbow (with pneumatic reloader) || 21 || 21
 
|-
 
| Crossbow ([[Cyclon]]) || 21 || 21
 
|-
 
| Crossbow || 25 || 25
 
|-
 
| Crossbow (special bolt attack) || 49 || 49
 
|-
 
| Unarmed || 12 || 9
 
|-
 
| Crowbar || 18 || 18
 
|-
 
| Fist weapon (leather) || 12 || 9
 
|-
 
| Fist weapon (metal) || 16 || 12
 
|-
 
| Knife ([[Jackknife]]) || 8 || 6
 
|-
 
| Knife (TiChrome) || 11 || 8
 
|-
 
| Knife || 12 || 9
 
|-
 
| Sledgehammer (TiChrome) || 22 || 22
 
|-
 
| Sledgehammer || 25 ||25
 
|}
 
  
 
= Durability =
 
= Durability =
Since version [[0.1.7.0]], most [[weapons]] and [[armor]] have durability. This means you must periodically use [[repair kit]]s 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.
+
Since version [[0.1.7.0]], most [[weapons]] and [[armor]] have durability. You must either buy or craft [[repair kit]]s 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.
  
  

Revision as of 09:36, 23 April 2015

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.

Guns

Guns 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.

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 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

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 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)

Acid Blob Pistol.png Chemical pistols

  • Similar to other pistols
  • Light weapon (dexterity reduces AP cost)
  • Special damage types and on-hit effects
  • Slower projectiles allow easier energy shield penetration
  • 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
  • Very low AP cost burst firing compared to assault rifles
  • 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
  • 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

Throwing

Frag Grenade.png 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 skill
  • Cheap throwing knives allow limited use as primary weapon
  • Powerful AoE damage (explosive grenades)
  • Provides utility (flashbangs, throwing nets, flares, caltrops, etc)
  • Some weapons can be poisoned for further utility

Crossbows

Scoped Hurricane Crossbow.png 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 weapon
  • Medium-high range
  • Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
  • Slower projectiles allow easier energy shield penetration
  • Cheap normal ammo
  • Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)
  • Some weapons can be poisoned for further utility

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.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

  • Uses bleeding wounds extensively
  • Light 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)

Sledgehammer.png 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

Traps

Bear Trap.png 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 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)
  • 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.