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Builds / Re: Melee & Gun hybrids?
« Last post by dddmemaybe on December 02, 2025, 05:55:30 am »I think Sledge + LMG is better than Sledge + Minigun.
I think fist-weapons + Shotguns is OK. (somewhat similar thing for Knives + shotguns)
Starting the character like this and maxing Dexterity should work. https://underrail.info/build/?AQUKBwMHAwUPAAAPAAAAAAAAAA8AAAAPAAAAAAAAADE5374
Agi 7: fancy footwork, Per 7: kneecap shot, Int 5: Expose Weakness
Do note that you can use The Juice + Bioluminous Marsh Honey to gain 3 extra PER, in the lategame, on top of your food buff to jump to PER 10 or 11 on top of maxed out DEX.
Your feat slots are pretty tight here so I wouldn't bother with the Versatility feat as you'll barely gain any Guns skill at all, and the 2 optional buffs aren't removed by any other buff items.
- Minguns reduce their ap cost per-burst, and due to how buff-timers work (-1 at the end of the turn you get the buff), you need to burst attack every turn or you lose all wind-up value.
- The base-ap cost of the LMGs are already very convenient at 25 ap. Miniguns start out pretty high at ~40+ ap cost and need to wind-up for as high number of shots-per-burst.
- The number of burst-shots fired on a Ratchet LMG is a ginormous 13, unconditionally. (5+4 weapon, +2 full auto, +2 mag dump)
- LMG's have no guns skill requirement, whereas Miniguns have a high guns skill requirement.
- You can use Suppressive Fire to control enemies for less ap, especially on turn 1 and with caltrops.
I think fist-weapons + Shotguns is OK. (somewhat similar thing for Knives + shotguns)
- You can use the Fists weapons' bonus movespeed on Fancy Footwork to kite, and then build sixth shell stacks and use Leading Shot easier. Kneecap shot also plays into this, especially with caltrops and boot-spring metal boots.
- Leading Shot and natural pellet spread/range means that either high or low Guns skill doesn't make as much of a difference compared to other weapon types. Especially since it uses enemy evasion formula, instead of dodge, on top of those things.
- Heavy Punch and Vindicator both want exactly Strength 5. Leading Shot requires Dex 5 on a non-light weapon with no other shotgun-related dexterity feats.
- Easy to interchange weapon types as 4ap melee and 20 ap shotgun shots are both divisible by 20. Neither weapon really needs a specific belt-slot item, so you can fit doctor's pouch medicines or utility belt actions in there easily too.
- Expose Weakness can be combo'd with sixth shell stacks to completely obliterate a tank enemy.
Starting the character like this and maxing Dexterity should work. https://underrail.info/build/?AQUKBwMHAwUPAAAPAAAAAAAAAA8AAAAPAAAAAAAAADE5374
Agi 7: fancy footwork, Per 7: kneecap shot, Int 5: Expose Weakness
Do note that you can use The Juice + Bioluminous Marsh Honey to gain 3 extra PER, in the lategame, on top of your food buff to jump to PER 10 or 11 on top of maxed out DEX.

Your feat slots are pretty tight here so I wouldn't bother with the Versatility feat as you'll barely gain any Guns skill at all, and the 2 optional buffs aren't removed by any other buff items.
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