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	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hazardo</id>
	<title>Underrail Wiki - User contributions [en]</title>
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	<updated>2026-04-14T17:03:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Light_Machine_Gun&amp;diff=54165</id>
		<title>Blueprint: Light Machine Gun</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Light_Machine_Gun&amp;diff=54165"/>
		<updated>2023-11-19T01:28:46Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality  = normal&lt;br /&gt;
| image        = Blueprint: Light Machine Gun.png&lt;br /&gt;
| name         = Blueprint: Light Machine Gun&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = Contains instructions on how to create a light machine gun.&lt;br /&gt;
| capabilities = Use: Download blueprint into your wristpad.&lt;br /&gt;
| weight       = 0.05&lt;br /&gt;
| value        = 1500&lt;br /&gt;
| description2 = Light machine gun (LMG) is a powerful automatic high-caliber weapon that has a high rate of fire, but also higher bullet spread and lower accuracy at long range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It can be created from frame and barrel parts. The caliber is determined by the barrel, and can be either 9mm or .44.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;LMG will also require either a box magazine or ammo belt. Heavier magazines will make the weapon require more strength from the user.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A number of optional components can also be added to further enhance the weapon.&lt;br /&gt;
| component1   = Light Machine Gun Frame&lt;br /&gt;
| component2   = Barrel&lt;br /&gt;
| component3   = Magazine&lt;br /&gt;
| optional1    = Light Machine Gun Enhancement&lt;br /&gt;
| optional2    = Light Machine Gun Enhancement&lt;br /&gt;
| diffmod1     = &lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Produces all types of craftable [[LMGs]].&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Mechanics]] (skill level needed depends on component quality)&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
; {{Itemlink|Ratchet}} LMG&lt;br /&gt;
* {{Itemlink|Light Machine Gun Frame: Ratchet}}&lt;br /&gt;
* {{Itemlink|9mm Firearm Barrel}} or {{Itemlink|.44 Firearm Barrel}}&lt;br /&gt;
* {{Itemlink|50-round Ammo Belt}} or {{Itemlink|65-round Ammo Belt}} or {{Itemlink|80-round Ammo Belt}} or {{Itemlink|100-round Ammo Belt}}&lt;br /&gt;
&lt;br /&gt;
; {{Itemlink|Grudge}} LMG&lt;br /&gt;
* {{Itemlink|Light Machine Gun Frame: Grudge}}&lt;br /&gt;
* {{Itemlink|9mm Firearm Barrel}} or {{Itemlink|.44 Firearm Barrel}}&lt;br /&gt;
* {{Itemlink|LMG 45-round Box Magazine}} or {{Itemlink|LMG 55-round Box Magazine}} or {{Itemlink|LMG 65-round Box Magazine}} or {{Itemlink|LMG 80-round Box Magazine}}&lt;br /&gt;
&lt;br /&gt;
; {{Itemlink|Tango}} LMG&lt;br /&gt;
* {{Itemlink|Light Machine Gun Frame: Tango}}&lt;br /&gt;
* {{Itemlink|9mm Firearm Barrel}} or {{Itemlink|.44 Firearm Barrel}}&lt;br /&gt;
* {{Itemlink|LMG 45-round Box Magazine}} or {{Itemlink|LMG 55-round Box Magazine}} or {{Itemlink|LMG 65-round Box Magazine}} or {{Itemlink|LMG 80-round Box Magazine}}&lt;br /&gt;
&lt;br /&gt;
; {{Itemlink|Guardian}} LMG&lt;br /&gt;
* {{Itemlink|Light Machine Gun Frame: Guardian}}&lt;br /&gt;
* {{Itemlink|9mm Firearm Barrel}} or {{Itemlink|.44 Firearm Barrel}}&lt;br /&gt;
* {{Itemlink|50-round Ammo Belt}} or {{Itemlink|65-round Ammo Belt}} or {{Itemlink|80-round Ammo Belt}} or {{Itemlink|100-round Ammo Belt}}&lt;br /&gt;
&lt;br /&gt;
; Light Machine Gun Enhancements (optional)&lt;br /&gt;
* {{Itemlink|Ergonomic Handle‎}} (+3% precision, spread angle reduced by 3, -5% move and shoot precision penalty)&lt;br /&gt;
* {{Itemlink|Rifle Bipod}} (Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
* {{Itemlink|Barrel Compensator}} (+15% Burst precision)&lt;br /&gt;
* {{Itemlink|Muzzle Brake}} (2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
* [[Gun Nut]] (+15% upper damage range)&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sold by [[Lucas]] in [[South Gate Station]]&lt;br /&gt;
* Sold by [[Len]] in [[Junkyard]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Blueprints|Light Machine Gun]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=.44_Explosive_Round&amp;diff=53889</id>
		<title>.44 Explosive Round</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=.44_Explosive_Round&amp;diff=53889"/>
		<updated>2023-11-09T18:13:40Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| image       = ammo_.44_exp.png&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| name        = .44 Explosive Round&lt;br /&gt;
| type        = Ammo&lt;br /&gt;
| description = This cartridge packs a .44 explosive bullet. Do not fire at point-blank.&lt;br /&gt;
| ammouses    = {{On hit|Causes an explosion that inflicts 23-45 heat and 23-45 mechanical damage to the target and all adjacent targets.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload a weapon with .44 explosive rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload the current weapon with .44 explosive rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single .44 explosive round into a weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single .44 explosive round into the current weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&lt;br /&gt;
| weight      = 0.05&lt;br /&gt;
| value       = 100&lt;br /&gt;
| datafile    = Ammo/Caliber_44_Exp.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''.44 Explosive Round''' is a craftable special round.&lt;br /&gt;
&lt;br /&gt;
The additional damage is added as a separate pool from the base damage of the weapon, which means that these rounds offer minimal advantages over standard ammo when facing targets with high mechanical and heat thresholds, and are better suited to dealing with soft targets. The additional damage also doesn't benefit from critical hits.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
.44 explosive rounds can be crafted with [[Blueprint: Explosive Bullets]].&lt;br /&gt;
&lt;br /&gt;
== Weapons using this ammo == &lt;br /&gt;
{{AmmoGroup|uses .44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ammo navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Ammo]]&lt;br /&gt;
[[Category:Bullets]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=.44_Explosive_Round&amp;diff=53888</id>
		<title>.44 Explosive Round</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=.44_Explosive_Round&amp;diff=53888"/>
		<updated>2023-11-09T18:11:33Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| image       = ammo_.44_exp.png&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| name        = .44 Explosive Round&lt;br /&gt;
| type        = Ammo&lt;br /&gt;
| description = This cartridge packs a .44 explosive bullet. Do not fire at point-blank.&lt;br /&gt;
| ammouses    = {{On hit|Causes an explosion that inflicts 23-45 heat and 23-45 mechanical damage to the target and all adjacent targets.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload a weapon with .44 explosive rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload the current weapon with .44 explosive rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single .44 explosive round into a weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single .44 explosive round into the current weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&lt;br /&gt;
| weight      = 0.05&lt;br /&gt;
| value       = 100&lt;br /&gt;
| datafile    = Ammo/Caliber_44_Exp.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''.44 Explosive Round''' is a craftable special round. The additional damage cannot crit. &lt;br /&gt;
&lt;br /&gt;
The additional damage is added as a separate pool outside of the ordinary damage of the weapon, which means that these rounds offer minimal advantages over standard ammo when facing targets with high mechanical and heat thresholds, and are better suited to dealing with soft targets.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
.44 explosive rounds can be crafted with [[Blueprint: Explosive Bullets]].&lt;br /&gt;
&lt;br /&gt;
== Weapons using this ammo == &lt;br /&gt;
{{AmmoGroup|uses .44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ammo navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Ammo]]&lt;br /&gt;
[[Category:Bullets]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=5mm_Shock_Round&amp;diff=53887</id>
		<title>5mm Shock Round</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=5mm_Shock_Round&amp;diff=53887"/>
		<updated>2023-11-09T18:10:49Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| image       = ammo_5mm_shock.png&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| name        = 5mm Shock Round&lt;br /&gt;
| type        = Ammo&lt;br /&gt;
| description = This cartridge contains a 5mm charged round that delivers an electroshock on impact.&lt;br /&gt;
| ammouses    = {{On hit|Inflicts 8-15 electricity damage to the target.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|3% chance to daze the target for 1 turn.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload a weapon with 5mm shock rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload the current weapon with 5mm shock rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 5mm shock round into a weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 5mm shock round into the current weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&lt;br /&gt;
| weight      = 0.02&lt;br /&gt;
| value       = 40&lt;br /&gt;
| datafile    = Ammo/Caliber_5_Shock.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''5mm Shock Round''' is a craftable special round. Unlike [[Shock Bolt|shock bolts]], shock bullets do not [[stun]] organic targets and do not [[Short Circuited|short circuit]] robotic targets.&lt;br /&gt;
&lt;br /&gt;
The additional damage caused by these rounds is treated as a separate damage pool from the weapon's base damage, and does not benefit from any damage modifiers or critical hits.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
5mm shock rounds can be crafted with [[Blueprint: Shock Bullets]].&lt;br /&gt;
&lt;br /&gt;
== Weapons using this ammo == &lt;br /&gt;
{{AmmoGroup|uses 5mm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ammo navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Ammo]]&lt;br /&gt;
[[Category:Bullets]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=8.6mm_Incendiary_Round&amp;diff=53886</id>
		<title>8.6mm Incendiary Round</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=8.6mm_Incendiary_Round&amp;diff=53886"/>
		<updated>2023-11-09T18:10:17Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| image       = ammo_8.6mm_inc.png&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| name        = 8.6mm Incendiary Round&lt;br /&gt;
| type        = Ammo&lt;br /&gt;
| description = This cartridge contains a 8.6mm incendiary round that can set the target on fire.&lt;br /&gt;
| ammouses    = {{On hit|Inflicts 10-20 heat damage to the target.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|35% chance to set the target on fire, dealing additional 20-40 heat damage over 2 turns.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload a weapon with 8.6mm incendiary rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload the current weapon with 8.6mm incendiary rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 8.6mm incendiary round into a weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 8.6mm incendiary round into the current weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15) &lt;br /&gt;
| weight      = 0.03&lt;br /&gt;
| value       = 50&lt;br /&gt;
| datafile    = Ammo/Caliber_86_Inc.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''8.6mm Incendiary Round''' is a craftable special round.&lt;br /&gt;
&lt;br /&gt;
The additional damage caused by these rounds is treated as a separate damage pool from the weapon's base damage, and does not benefit from any damage modifiers or critical hits.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
8.6mm incendiary rounds can be crafted with [[Blueprint: Incendiary Bullets]].&lt;br /&gt;
&lt;br /&gt;
== Weapons using this ammo == &lt;br /&gt;
{{AmmoGroup|uses 8.6mm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ammo navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Ammo]]&lt;br /&gt;
[[Category:Bullets]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=9mm_Acid_Round&amp;diff=53885</id>
		<title>9mm Acid Round</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=9mm_Acid_Round&amp;diff=53885"/>
		<updated>2023-11-09T18:09:43Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| image       = ammo_9mm_acid.png&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| name        = 9mm Acid Round&lt;br /&gt;
| type        = Ammo&lt;br /&gt;
| description = This cartridge packs a 9mm bullet embedded with acid that will burst out on impact.&lt;br /&gt;
| ammouses    = {{On hit|inflicts 15-30 acid damage to the target.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload a weapon with 9mm acid rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload the current weapon with 9mm acid rounds.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 9mm acid round into a weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 9mm acid round into the current weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&lt;br /&gt;
| weight      = 0.04&lt;br /&gt;
| value       = 60&lt;br /&gt;
| datafile    = Ammo/Caliber_9_Acid.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''9mm Acid Round''' is a craftable special round.&lt;br /&gt;
&lt;br /&gt;
The additional damage caused by these rounds is treated as a separate damage pool from the weapon's base damage, and does not benefit from any damage modifiers or critical hits.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
9mm acid rounds can be crafted with [[Blueprint: Acid Bullets]].&lt;br /&gt;
&lt;br /&gt;
== Weapons using this ammo == &lt;br /&gt;
{{AmmoGroup|uses 9mm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ammo navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Ammo]]&lt;br /&gt;
[[Category:Bullets]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Tango&amp;diff=53856</id>
		<title>Tango</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Tango&amp;diff=53856"/>
		<updated>2023-11-08T20:24:05Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Enhancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tango''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Tango is the slowest of the LMG frames, with higher base AP cost and only two additional shots per burst. As a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Tango]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
[[File:9mm 45-round Tango.png]] '''9mm Tango''' ([[9mm Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Tango''' ([[.44 Firearm Barrel]], 35 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
[[File:9mm 45-round Tango.png]] '''45-round Tango''' ([[LMG 45-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''55-round Tango''' ([[LMG 55-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Tango''' ([[LMG 65-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Tango''' ([[LMG 80-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Tango''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Tango Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Tango''' ([[Barrel Compensator]], +15% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Tango''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Guardian&amp;diff=53855</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Guardian&amp;diff=53855"/>
		<updated>2023-11-08T20:21:25Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Belt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
'''Guardian''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Guardian has a considerably wider damage range than the other LMG frames, leading to potentially high but inconsistent damage output. It fires three extra shots per burst, shares the [[Tango|Tango's]] higher base AP costs, and additionally has higher minimal strength requirements. As a belt-fed LMG, the Guardian has a larger ammo capacity counterbalanced by a higher reload cost and slightly worse burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Guardian]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
[[File:9mm 50-round Guardian.png]] '''9mm Guardian''' ([[9mm Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Guardian''' ([[.44 Firearm Barrel]], 35 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
[[File:9mm 50-round Guardian.png]] '''50-round Guardian''' ([[50-round Ammo Belt]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Guardian''' ([[65-round Ammo Belt]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Guardian''' ([[80-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Guardian''' ([[100-round Ammo Belt]], 10 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Guardian''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Guardian Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Guardian''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Guardian''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ratchet&amp;diff=53854</id>
		<title>Ratchet</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ratchet&amp;diff=53854"/>
		<updated>2023-11-08T20:21:22Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Variants */&lt;/p&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
'''Ratchet''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Out of the four LMG frames, the Ratchet has the highest rate of fire with its lower base AP cost and four extra shots per burst. As a belt-fed LMG, it has a larger ammo capacity counterbalanced by a higher reload AP cost and slightly worse burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Ratchet]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
[[File:9mm 50-round Ratchet.png]] '''9mm Ratchet''' ([[9mm Firearm Barrel]], 25 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Ratchet''' ([[.44 Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
[[File:9mm 50-round Ratchet.png]] '''50-round Ratchet''' ([[50-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Ratchet''' ([[65-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Ratchet''' ([[80-round Ammo Belt]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Ratchet''' ([[100-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Ratchet''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Ratchet Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Ratchet''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Ratchet''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53853</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53853"/>
		<updated>2023-11-08T20:19:27Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Heavy Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[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.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Special grenades&lt;br /&gt;
* Can target tiles as well as specific enemies&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement (5-8)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns {{heavyduty-inline|Heavy Duty}} ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs and miniguns, they are fully focused on burst fire attacks and deal {{mechanical}} damage. Like other firearms, heavy guns can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst than other firearm types&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High reload AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots per burst increases with every attack as weapon revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Penalty to initiative&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High reload AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-14)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|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.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ergonomic_Handle&amp;diff=53827</id>
		<title>Ergonomic Handle</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ergonomic_Handle&amp;diff=53827"/>
		<updated>2023-11-07T16:39:05Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: Created page with &amp;quot;{{infobox item | image       = Ergonomic Handle.png | itemquality = normal | name        = Ergonomic Handle | type        = Component | description = A special ergonomic handl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Ergonomic Handle.png&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| name        = Ergonomic Handle&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = A special ergonomic handle for machine guns and miniguns that improves weapon control, especially when shooting on the move.&lt;br /&gt;
| skillsreq   = :Mechanics 30&lt;br /&gt;
| weight      = 0.30&lt;br /&gt;
| value       = 750&lt;br /&gt;
| datafile    =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ergonomic Handle''' is a firearm part. It reduces move and shoot penalty by 5% on any weapon it can be mounted on and provides an additional +3% to precision.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Light Machine Gun]] (optional)&lt;br /&gt;
* [[Blueprint: Minigun]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Light Machine Gun Enhancements]]&lt;br /&gt;
[[Category:Minigun Enhancements]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Component_navbox&amp;diff=53826</id>
		<title>Template:Component navbox</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Component_navbox&amp;diff=53826"/>
		<updated>2023-11-07T16:14:28Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name   = Component navbox&lt;br /&gt;
| title  = [[Components]]&lt;br /&gt;
| state  = {{#switch:{{{1}}}|collapsed=mw-collapsible mw-collapsed|#default=}}&lt;br /&gt;
| above  = Includes all components from ''[[Underrail]]'' base game, and the ''[[Underrail: Expedition]]'' and ''[[Underrail: Heavy Duty]]'' expansions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WEAPON CRAFTING --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group1 = Firearm parts&lt;br /&gt;
|  list1 = [[5mm Firearm Barrel]] • [[7.62mm Firearm Barrel]] • [[8.6mm Firearm Barrel]] • [[9mm Firearm Barrel]] • [[.44 Firearm Barrel]] • [[12.7mm Firearm Barrel]] • [[Long Shotgun Barrel]] • [[Short Shotgun Barrel]] • [[25mm Grenade Launcher Barrel]] • [[25mm Grenade Launcher Long Barrel]] • [[40mm Grenade Launcher Barrel]] • [[40mm Grenade Launcher Long Barrel]] — [[5mm Case]] • [[7.62mm Case]] • [[8.6mm Case]] • [[9mm Case]] • [[.44 Case]] • [[12.7mm Case]] • [[Empty Shotgun Shell]] • [[25mm Launcher Grenade Case]] • [[40mm Launcher Grenade Case]] — [[Anatomically-Aware Scope]] • [[Barrel Compensator]] • [[Extended Magazine]] • [[Extended Rifle Magazine]] • [[Forward Grip]] • [[High Resolution Digital Scope]] • [[Muzzle Brake]] • [[Rapid Reloader]] • [[Rifle Barrel Retractor]] • [[Rifle Bipod]] • [[Scope]] • [[Silencer]] • [[Shotgun Choke]] • [[Shotgun Tube Extension]] • [[Grenade Launcher Ironsights]] • [[Grenade Launcher Scope]] • [[Airburst Scope]] • [[4-Chamber Grenade Launcher Revolver Cylinder‎]] • [[6-Chamber Grenade Launcher Revolver Cylinder‎]] • [[8-Chamber Grenade Launcher Revolver Cylinder‎]] • [[Grenade Launcher Capacity 6 Box Magazine‎]] • [[Grenade Launcher Capacity 8 Box Magazine‎]] • [[Grenade Launcher Capacity 10 Box Magazine‎]] • [[Grenade Launcher Capacity 12 Staggered Box Magazine‎]] • [[Ergonomic Handle‎]]&lt;br /&gt;
{{(}}{{!}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
{{!}}- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
{{!}} Pistol Frames&amp;lt;br&amp;gt;[[Pistol Frame: Hawker|Hawker]] • [[Pistol Frame: Hammerer|Hammerer]] • [[Pistol Frame: Neo Luger|Neo Luger]] • [[Pistol Frame: Falchion|Falchion]]&lt;br /&gt;
{{!}} SMG Frames&amp;lt;br&amp;gt;[[SMG Frame: Jackrabbit|Jackrabbit]] • [[SMG Frame: Jaguar|Jaguar]] • [[SMG Frame: Steel Cat|Steel Cat]] • [[SMG Frame: Impala|Impala]]&lt;br /&gt;
{{!}} Assault Rifle Frames&amp;lt;br&amp;gt;[[Assault Rifle Frame: Marauder|Marauder]] • [[Assault Rifle Frame: Huszar|Huszar]] • [[Assault Rifle Frame: Hornet|Hornet]] • [[Assault Rifle Frame: Chimera|Chimera]]&lt;br /&gt;
{{!}} Sniper Rifle Frames&amp;lt;br&amp;gt;[[Sniper Rifle Frame: Corsair|Corsair]] • [[Sniper Rifle Frame: Harbinger|Harbinger]] • [[Sniper Rifle Frame: Reaper|Reaper]] • [[Sniper Rifle Frame: Spearhead|Spearhead]]&lt;br /&gt;
{{!}} Shotgun Frames&amp;lt;br&amp;gt;[[Shotgun Frame: Rebel|Rebel]] • [[Shotgun Frame: Vindicator|Vindicator]] • [[Shotgun Frame: Vagabond|Vagabond]]&lt;br /&gt;
{{!}} Combat Shotgun Frames&amp;lt;br&amp;gt;[[Shotgun Frame: Sovereign|Sovereign]] • [[Shotgun Frame: Despot|Despot]] • [[Shotgun Frame: Tyranny|Tyranny]]&lt;br /&gt;
{{!}} LMG Frames&amp;lt;br&amp;gt;[[LMG Frame: Ratchet|Ratchet]] • [[LMG Frame: Grudge|Grudge]] • [[LMG Frame: Tango|Tango]] • [[LMG Frame: Guardian|Guardian]]&lt;br /&gt;
{{!}}{{)}}&lt;br /&gt;
&lt;br /&gt;
| group2 = Crossbow parts&lt;br /&gt;
|  list2 = [[Crossbow Parts: Zephyr]] • [[Crossbow Parts: Hurricane]] • [[Crossbow Parts: Tornado]] • [[Crossbow Parts: Monsoon]] • [[Crossbow Parts: Cyclon]] — [[Bolt Trigger]] • [[Broadhead Bolt Tip]] • [[Crossbow Super String]] • [[Micro Electroshock Discharger]] • [[Pneumatic Reloader]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Other weapon parts&lt;br /&gt;
|  list3 = [[Acid Collector]] • [[Chemical Blob Dispenser]] • [[Chemical Pistol Frame]] • [[Cryogenic Collector]] • [[Incendiary Collector]] • [[Polarizer]] • [[Energy Pistol Frame]] — [[Knife Handle]] • [[Machete Handle]] • [[Sledgehammer Handle]] • [[Spear Shaft]] • [[Dagger Mold]] • [[Knife Mold]] • [[Serrated Knife Mold]] • [[Curved Machete Blade Mold]] • [[Straight Machete Blade Mold]] • [[Small Shotgun Pellet Mold]] • [[Medium Shotgun Pellet Mold]] • [[Large Shotgun Pellet Mold]] • [[Huge Shotgun Pellet Mold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ARMOR CRAFTING --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group4 = Vests &amp;amp; padding&lt;br /&gt;
|  list4 = [[Biohazard Vest (component)|Biohazard Vest]] • [[Galvanic Vest (component)|Galvanic Vest]] • [[Insulated Vest (component)|Insulated Vest]] • [[Regenerative Vest (component)|Regenerative Vest]] • [[Sturdy Vest (component)|Sturdy Vest]] — [[Galvanic Foam Padding]] • [[High Density Foam Padding]] • [[Insulating Foam Padding]] • [[Soft Foam Padding]]&lt;br /&gt;
&lt;br /&gt;
| group5 = Ballistic&amp;amp;nbsp;panels&amp;amp;nbsp;&amp;amp;amp;&amp;amp;nbsp;plates&lt;br /&gt;
|  list5 = [[Laminated Fabric Ballistic Panel]] • [[Reinforced Fabric Ballistic Panel]] • [[Super Steel Sheet]] — [[Ceramic Plate]] • [[Nanocomposite Plate]] • [[Psi Beetle Carapace]] • [[Burrower Carapace]] • [[Giant Crab Carapace]] • [[Colossal Crab Carapace]] • [[Psi Crab Carapace]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Other armor parts&lt;br /&gt;
|  list6 = [[Adaptive Lens]] • [[Motion Tracking Lens]] • [[Seeker Lens]] • [[Smart Lens]] • [[Goggles Frame]] • [[Image Intensifier Tube]] • [[Shaded Visor]] • [[Visor]] • [[Headlamp]] • [[Boot Spring]] • [[Rubber Sole]]&lt;br /&gt;
&lt;br /&gt;
| group7 = Metal components&lt;br /&gt;
|  list7 = [[Steel Plates]] • [[Tungsten Steel Plates]] • [[TiChrome Bars]] • [[Super Steel Plates]] — [[Serrated Steel Blade]] • [[Serrated Tungsten Steel Blade]] • [[Serrated TiChrome Blade]] — [[Steel Spikes]] • [[Tungsten Steel Spikes]] • [[TiChrome Spikes]] — [[Super Steel Fiber]]&lt;br /&gt;
&lt;br /&gt;
| group8 = Fabrics &amp;amp; leathers&lt;br /&gt;
|  list8 = [[Aluminized Cloth]] • [[Black Cloth]] • [[Blast Cloth]] • [[Kevlar Cloth]] — [[Cave Hopper Leather]] ([[Infused Cave Hopper Leather|Infused]]) • [[Rathound Leather]] ([[Infused Rathound Leather|Infused]]) • [[Pig Leather]] ([[Infused Pig Leather|Infused]]) • [[Mutated Dog Leather]] ([[Infused Mutated Dog Leather|Infused]]) • [[Siphoner Leather]] ([[Infused Siphoner Leather|Infused]]) • [[Ancient Rathound Leather]] ([[Infused Ancient Rathound Leather|Infused]]) — [[Greater Siphoner Leather]] ([[Infused Greater Siphoner Leather|Infused]]) • [[Bison Leather]] ([[Infused Bison Leather|Infused]]) • [[Leper Serpent Skin]] ([[Infused Leper Serpent Skin|Infused]]) • [[Heartbreaker Serpent Skin]] ([[Infused Heartbreaker Serpent Skin|Infused]]) • [[Sea Wyrm Scales]] ([[Infused Sea Wyrm Scales|Infused]])&lt;br /&gt;
&lt;br /&gt;
| group9 = Psionic components&lt;br /&gt;
|  list9 = [[Psionic Headband Frame]] • [[Metathermic Modulator]] • [[Psychokinetic Modulator]] • [[Thought Control Modulator]] • [[Temporal Manipulation Modulator]] • [[Universal Psionic Modulator]] — [[Proximal Neuroscopic Filter]] • [[Psi Circuit Extension]] • [[Psionic Mufflers]] • [[Stable Neural Amplifier]] — Magnifying Neuroscopic Filters: [[Magnifying Neuroscopic Filter: Cryokinesis|Cryokinesis]], [[Magnifying Neuroscopic Filter: Cryokinetic Orb|Cryokinetic Orb]], [[Magnifying Neuroscopic Filter: Electrokinesis|Electrokinesis]], [[Magnifying Neuroscopic Filter: Neural Overload|Neural Overload]], [[Magnifying Neuroscopic Filter: Pyrokinesis|Pyrokinesis]], [[Magnifying Neuroscopic Filter: Pyrokinetic Stream|Pyrokinetic Stream]], [[Magnifying Neuroscopic Filter: Telekinetic Punch|Telekinetic Punch]], [[Magnifying Neuroscopic Filter: Temporal Distortion|Temporal Distortion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MISC CRAFTING --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group10 = Electronic parts&lt;br /&gt;
|  list10 = [[Circular Wave Amplifier]] • [[Electromagnetic Deflector]] • [[Electromagnetic Discharger]] • [[Electromagnetic Field Stabilizer]] • [[Electroshock Generator]] • [[Energy Edge Emitter]] • [[High Efficiency Energy Converter]] • [[Laser Emitter]] • [[Plasma Core]] • [[Plasma Discharger]] • [[Pneumatic Hammer]] • [[Shield Capacitor]] • [[High Frequency Shield Modulator]] • [[Low Frequency Shield Modulator]] • [[Medium Frequency Shield Modulator]] • [[Smart Module]] — [[Digital Timer]] • [[Endoscope Eyepiece]] • [[Laser Sight]] • [[Optical Fiber]] • [[Plasma Micro-discharger]] • [[Shield Emitter Base]]&lt;br /&gt;
&lt;br /&gt;
| group11 = Chemicals&lt;br /&gt;
|  list11 = [[Adrenaline]] • [[Anticoagulant]] • [[Biofusive Scoby]] • [[Black Vitreous]] • [[Blood]] • [[Bonding Agent]] • [[Clean Blastema]] • [[Coal]] • [[Fusing Enzyme]] • [[Gizzard Enzymes]] • [[Graphite]] • [[Gyromitrin]] • [[Insectoid Saliva]] • [[Kynurenic Acid]] • [[Liquid Nitrogen]] • [[Macrophage Fluid]] • [[Midazolam]] • [[Morphine (component)|Morphine]] • [[Muscarine]] • [[Nidamental Gel]] • [[Organic Gel Electrolyte]] • [[Pesticide]] • [[Prednisone Solution]] • [[Starter Mixture]] • [[Statolith]] • [[Taurine]] • [[Toxic Sludge]] • [[Unsaturated Psionic Catalyst]] • [[Small Oxygen Tank]] — [[Acid]] • [[Corrosive Acid]] • [[Rusting Acid]] — [[Black Dragon Poison]] • [[Burrower Poison]] • [[Cave Ear Poison]] • [[Crawler Poison]] • [[Spirit Poison]] • [[Blinding Poison]] • [[Leper Poison]] • [[Heartbreak Poison]] — [[Gasoline]] • [[Magnesium Powder]] • [[Napalm C]] — [[T.N.T.]] • [[Hexogen]] — [[Black Collagen]] • [[Dexytol]] • [[Lophimidrine]] • [[Phototannin]] • [[Psi-somatic Agent]] • [[Retrolytic Enzyme]] • [[Salivinine]]&lt;br /&gt;
&lt;br /&gt;
| group12 = Animals &amp;amp; organs&lt;br /&gt;
|  list12 = [[Anglerfish]] • [[Black Dragon]] • [[Blue Eel]] •  [[Demon Squid]] • [[Ghostface]] • [[Minihead]] • [[Phantom Jelly]] • [[Pentapus]] • [[Shrimp]] • [[Slackjaw (fish)]] • [[Walking Fish]] • [[Yellow Puckerfish]] • [[Frogfish]] • [[Giant Hatchetfish]] • [[Red-Lipped Batfish]] — [[Adrenal Gland]] • [[Blastema]] • [[Borer Gizzard]] • [[Burrower Poison Gland]] • [[Corrosive Acid Gland]] • [[Crawler Stinger]] • [[Healthy Animal Heart]] • [[Insectoid Salivarium]] • [[Large Intestine]] • [[Mutant Acid Gland]] • [[Shielded Bladeling Eye]] • [[Siphoner Tongue]] • [[Tumorous Tchortling Brain]] • [[Giant Creeper Poison Gland]] • [[Psi Crab Hippocampus]] • [[Mutant Crustacean Egg]] • [[Heartbreaker Serpent Poison Gland]] • [[Leper Serpent Poison Gland]] • [[Rusting Acid Gland]] • [[Clam Meat]] • [[Rotten Clam Meat]]&lt;br /&gt;
&lt;br /&gt;
| group13 = Plants &amp;amp; fungi&lt;br /&gt;
|  list13 = [[Cave Ear]] • [[Gremlin Stool]] • [[Lake Poppy]] • [[Mindshroom]] • [[Oozing Shroom]] • [[Psychodelic Spore]] • [[Red Dream Mushroom]] • [[Spirit Mushroom]] — [[Glittershroom Spores]] • [[Green Wart]] • [[Lingula]] • [[Honey Spores]]&lt;br /&gt;
&lt;br /&gt;
| group14 = Medical&amp;amp;nbsp;&amp;amp;amp;&amp;amp;nbsp;containers&lt;br /&gt;
|  list14 = [[Ampule]] • [[Capsule]] • [[Flat Beaker]] • [[Syringe]] • [[Vial]] • [[Sponge Filters]] — [[Frag Grenade Case]] • [[Frag Mine Case]] • [[Thin Grenade Case]] • [[Thin Mine Case]] • [[Cardboard Container]] • [[Chemical Trap Case]] • [[EMP Mine Case]] • [[Plasma Mine Case]]&lt;br /&gt;
&lt;br /&gt;
| group15 = Scrap &amp;amp; others&lt;br /&gt;
|  list15 = [[Bottle]] • [[Dirty Rag]] • [[Electronic Scraps]] • [[Fabric Scraps]] • [[Metal Scraps]] • [[Rubber Balls]] — [[Bolt]] • [[Supercharged Lithium Cell]] • [[Fusion Cell]] • [[Plasma Cell]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Muzzle_Brake&amp;diff=53825</id>
		<title>Muzzle Brake</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Muzzle_Brake&amp;diff=53825"/>
		<updated>2023-11-07T16:12:34Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Muzzle Brake.png&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| name        = Muzzle Brake&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = This brake is designed to take some of the kick out of the gun, allowing for longer bursts.&lt;br /&gt;
| skillsreq   = :Mechanics 45&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 1500&lt;br /&gt;
| datafile    = Components\Weapons\MuzzleBrake.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Muzzle Brake''' is a firearm part. It provides 2 extra burst shots to any weapon it can be mounted on. It can not be used together with other barrel enhancements.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Assault Rifle]] (optional)&lt;br /&gt;
* [[Blueprint: SMG]] (optional)&lt;br /&gt;
* [[Blueprint: Light Machine Gun]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Assault Rifle Enhancements]]&lt;br /&gt;
[[Category:SMG Enhancements]]&lt;br /&gt;
[[Category:Light Machine Gun Enhancements]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Barrel_Compensator&amp;diff=53824</id>
		<title>Barrel Compensator</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Barrel_Compensator&amp;diff=53824"/>
		<updated>2023-11-07T16:12:13Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Barrel Compensator.png&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| name        = Barrel Compensator&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = A compensator is a muzzle device designed to counter the vertical movement of the barrel resulting in more accurate burst fire.&lt;br /&gt;
| skillsreq   = :Mechanics 40&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 1200&lt;br /&gt;
| datafile    = Components\Weapons\BarrelCompensator.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrel Compensator''' is a firearm part. It provides +15% burst precision to any weapon it can be mounted on. It can not be used together with other barrel enhancements.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Assault Rifle]] (optional)&lt;br /&gt;
* [[Blueprint: SMG]] (optional)&lt;br /&gt;
* [[Blueprint: Light Machine Gun]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Assault Rifle Enhancements]]&lt;br /&gt;
[[Category:SMG Enhancements]]&lt;br /&gt;
[[Category:Light Machine Gun Enhancements]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Component_navbox&amp;diff=53823</id>
		<title>Template:Component navbox</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Component_navbox&amp;diff=53823"/>
		<updated>2023-11-07T16:10:24Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name   = Component navbox&lt;br /&gt;
| title  = [[Components]]&lt;br /&gt;
| state  = {{#switch:{{{1}}}|collapsed=mw-collapsible mw-collapsed|#default=}}&lt;br /&gt;
| above  = Includes all components from ''[[Underrail]]'' base game, and the ''[[Underrail: Expedition]]'' and ''[[Underrail: Heavy Duty]]'' expansions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WEAPON CRAFTING --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group1 = Firearm parts&lt;br /&gt;
|  list1 = [[5mm Firearm Barrel]] • [[7.62mm Firearm Barrel]] • [[8.6mm Firearm Barrel]] • [[9mm Firearm Barrel]] • [[.44 Firearm Barrel]] • [[12.7mm Firearm Barrel]] • [[Long Shotgun Barrel]] • [[Short Shotgun Barrel]] • [[25mm Grenade Launcher Barrel]] • [[25mm Grenade Launcher Long Barrel]] • [[40mm Grenade Launcher Barrel]] • [[40mm Grenade Launcher Long Barrel]] — [[5mm Case]] • [[7.62mm Case]] • [[8.6mm Case]] • [[9mm Case]] • [[.44 Case]] • [[12.7mm Case]] • [[Empty Shotgun Shell]] • [[25mm Launcher Grenade Case]] • [[40mm Launcher Grenade Case]] — [[Anatomically-Aware Scope]] • [[Barrel Compensator]] • [[Extended Magazine]] • [[Extended Rifle Magazine]] • [[Forward Grip]] • [[High Resolution Digital Scope]] • [[Muzzle Brake]] • [[Rapid Reloader]] • [[Rifle Barrel Retractor]] • [[Rifle Bipod]] • [[Scope]] • [[Silencer]] • [[Shotgun Choke]] • [[Shotgun Tube Extension]] • [[Grenade Launcher Ironsights]] • [[Grenade Launcher Scope]] • [[Airburst Scope]] • [[4-Chamber Grenade Launcher Revolver Cylinder‎]] • [[6-Chamber Grenade Launcher Revolver Cylinder‎]] • [[8-Chamber Grenade Launcher Revolver Cylinder‎]] • [[Grenade Launcher Capacity 6 Box Magazine‎]] • [[Grenade Launcher Capacity 8 Box Magazine‎]] • [[Grenade Launcher Capacity 10 Box Magazine‎]] • [[Grenade Launcher Capacity 12 Staggered Box Magazine‎]]&lt;br /&gt;
{{(}}{{!}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
{{!}}- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
{{!}} Pistol Frames&amp;lt;br&amp;gt;[[Pistol Frame: Hawker|Hawker]] • [[Pistol Frame: Hammerer|Hammerer]] • [[Pistol Frame: Neo Luger|Neo Luger]] • [[Pistol Frame: Falchion|Falchion]]&lt;br /&gt;
{{!}} SMG Frames&amp;lt;br&amp;gt;[[SMG Frame: Jackrabbit|Jackrabbit]] • [[SMG Frame: Jaguar|Jaguar]] • [[SMG Frame: Steel Cat|Steel Cat]] • [[SMG Frame: Impala|Impala]]&lt;br /&gt;
{{!}} Assault Rifle Frames&amp;lt;br&amp;gt;[[Assault Rifle Frame: Marauder|Marauder]] • [[Assault Rifle Frame: Huszar|Huszar]] • [[Assault Rifle Frame: Hornet|Hornet]] • [[Assault Rifle Frame: Chimera|Chimera]]&lt;br /&gt;
{{!}} Sniper Rifle Frames&amp;lt;br&amp;gt;[[Sniper Rifle Frame: Corsair|Corsair]] • [[Sniper Rifle Frame: Harbinger|Harbinger]] • [[Sniper Rifle Frame: Reaper|Reaper]] • [[Sniper Rifle Frame: Spearhead|Spearhead]]&lt;br /&gt;
{{!}} Shotgun Frames&amp;lt;br&amp;gt;[[Shotgun Frame: Rebel|Rebel]] • [[Shotgun Frame: Vindicator|Vindicator]] • [[Shotgun Frame: Vagabond|Vagabond]]&lt;br /&gt;
{{!}} Combat Shotgun Frames&amp;lt;br&amp;gt;[[Shotgun Frame: Sovereign|Sovereign]] • [[Shotgun Frame: Despot|Despot]] • [[Shotgun Frame: Tyranny|Tyranny]]&lt;br /&gt;
{{!}} LMG Frames&amp;lt;br&amp;gt;[[LMG Frame: Ratchet|Ratchet]] • [[LMG Frame: Grudge|Grudge]] • [[LMG Frame: Tango|Tango]] • [[LMG Frame: Guardian|Guardian]]&lt;br /&gt;
{{!}}{{)}}&lt;br /&gt;
&lt;br /&gt;
| group2 = Crossbow parts&lt;br /&gt;
|  list2 = [[Crossbow Parts: Zephyr]] • [[Crossbow Parts: Hurricane]] • [[Crossbow Parts: Tornado]] • [[Crossbow Parts: Monsoon]] • [[Crossbow Parts: Cyclon]] — [[Bolt Trigger]] • [[Broadhead Bolt Tip]] • [[Crossbow Super String]] • [[Micro Electroshock Discharger]] • [[Pneumatic Reloader]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Other weapon parts&lt;br /&gt;
|  list3 = [[Acid Collector]] • [[Chemical Blob Dispenser]] • [[Chemical Pistol Frame]] • [[Cryogenic Collector]] • [[Incendiary Collector]] • [[Polarizer]] • [[Energy Pistol Frame]] — [[Knife Handle]] • [[Machete Handle]] • [[Sledgehammer Handle]] • [[Spear Shaft]] • [[Dagger Mold]] • [[Knife Mold]] • [[Serrated Knife Mold]] • [[Curved Machete Blade Mold]] • [[Straight Machete Blade Mold]] • [[Small Shotgun Pellet Mold]] • [[Medium Shotgun Pellet Mold]] • [[Large Shotgun Pellet Mold]] • [[Huge Shotgun Pellet Mold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ARMOR CRAFTING --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group4 = Vests &amp;amp; padding&lt;br /&gt;
|  list4 = [[Biohazard Vest (component)|Biohazard Vest]] • [[Galvanic Vest (component)|Galvanic Vest]] • [[Insulated Vest (component)|Insulated Vest]] • [[Regenerative Vest (component)|Regenerative Vest]] • [[Sturdy Vest (component)|Sturdy Vest]] — [[Galvanic Foam Padding]] • [[High Density Foam Padding]] • [[Insulating Foam Padding]] • [[Soft Foam Padding]]&lt;br /&gt;
&lt;br /&gt;
| group5 = Ballistic&amp;amp;nbsp;panels&amp;amp;nbsp;&amp;amp;amp;&amp;amp;nbsp;plates&lt;br /&gt;
|  list5 = [[Laminated Fabric Ballistic Panel]] • [[Reinforced Fabric Ballistic Panel]] • [[Super Steel Sheet]] — [[Ceramic Plate]] • [[Nanocomposite Plate]] • [[Psi Beetle Carapace]] • [[Burrower Carapace]] • [[Giant Crab Carapace]] • [[Colossal Crab Carapace]] • [[Psi Crab Carapace]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Other armor parts&lt;br /&gt;
|  list6 = [[Adaptive Lens]] • [[Motion Tracking Lens]] • [[Seeker Lens]] • [[Smart Lens]] • [[Goggles Frame]] • [[Image Intensifier Tube]] • [[Shaded Visor]] • [[Visor]] • [[Headlamp]] • [[Boot Spring]] • [[Rubber Sole]]&lt;br /&gt;
&lt;br /&gt;
| group7 = Metal components&lt;br /&gt;
|  list7 = [[Steel Plates]] • [[Tungsten Steel Plates]] • [[TiChrome Bars]] • [[Super Steel Plates]] — [[Serrated Steel Blade]] • [[Serrated Tungsten Steel Blade]] • [[Serrated TiChrome Blade]] — [[Steel Spikes]] • [[Tungsten Steel Spikes]] • [[TiChrome Spikes]] — [[Super Steel Fiber]]&lt;br /&gt;
&lt;br /&gt;
| group8 = Fabrics &amp;amp; leathers&lt;br /&gt;
|  list8 = [[Aluminized Cloth]] • [[Black Cloth]] • [[Blast Cloth]] • [[Kevlar Cloth]] — [[Cave Hopper Leather]] ([[Infused Cave Hopper Leather|Infused]]) • [[Rathound Leather]] ([[Infused Rathound Leather|Infused]]) • [[Pig Leather]] ([[Infused Pig Leather|Infused]]) • [[Mutated Dog Leather]] ([[Infused Mutated Dog Leather|Infused]]) • [[Siphoner Leather]] ([[Infused Siphoner Leather|Infused]]) • [[Ancient Rathound Leather]] ([[Infused Ancient Rathound Leather|Infused]]) — [[Greater Siphoner Leather]] ([[Infused Greater Siphoner Leather|Infused]]) • [[Bison Leather]] ([[Infused Bison Leather|Infused]]) • [[Leper Serpent Skin]] ([[Infused Leper Serpent Skin|Infused]]) • [[Heartbreaker Serpent Skin]] ([[Infused Heartbreaker Serpent Skin|Infused]]) • [[Sea Wyrm Scales]] ([[Infused Sea Wyrm Scales|Infused]])&lt;br /&gt;
&lt;br /&gt;
| group9 = Psionic components&lt;br /&gt;
|  list9 = [[Psionic Headband Frame]] • [[Metathermic Modulator]] • [[Psychokinetic Modulator]] • [[Thought Control Modulator]] • [[Temporal Manipulation Modulator]] • [[Universal Psionic Modulator]] — [[Proximal Neuroscopic Filter]] • [[Psi Circuit Extension]] • [[Psionic Mufflers]] • [[Stable Neural Amplifier]] — Magnifying Neuroscopic Filters: [[Magnifying Neuroscopic Filter: Cryokinesis|Cryokinesis]], [[Magnifying Neuroscopic Filter: Cryokinetic Orb|Cryokinetic Orb]], [[Magnifying Neuroscopic Filter: Electrokinesis|Electrokinesis]], [[Magnifying Neuroscopic Filter: Neural Overload|Neural Overload]], [[Magnifying Neuroscopic Filter: Pyrokinesis|Pyrokinesis]], [[Magnifying Neuroscopic Filter: Pyrokinetic Stream|Pyrokinetic Stream]], [[Magnifying Neuroscopic Filter: Telekinetic Punch|Telekinetic Punch]], [[Magnifying Neuroscopic Filter: Temporal Distortion|Temporal Distortion]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MISC CRAFTING --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group10 = Electronic parts&lt;br /&gt;
|  list10 = [[Circular Wave Amplifier]] • [[Electromagnetic Deflector]] • [[Electromagnetic Discharger]] • [[Electromagnetic Field Stabilizer]] • [[Electroshock Generator]] • [[Energy Edge Emitter]] • [[High Efficiency Energy Converter]] • [[Laser Emitter]] • [[Plasma Core]] • [[Plasma Discharger]] • [[Pneumatic Hammer]] • [[Shield Capacitor]] • [[High Frequency Shield Modulator]] • [[Low Frequency Shield Modulator]] • [[Medium Frequency Shield Modulator]] • [[Smart Module]] — [[Digital Timer]] • [[Endoscope Eyepiece]] • [[Laser Sight]] • [[Optical Fiber]] • [[Plasma Micro-discharger]] • [[Shield Emitter Base]]&lt;br /&gt;
&lt;br /&gt;
| group11 = Chemicals&lt;br /&gt;
|  list11 = [[Adrenaline]] • [[Anticoagulant]] • [[Biofusive Scoby]] • [[Black Vitreous]] • [[Blood]] • [[Bonding Agent]] • [[Clean Blastema]] • [[Coal]] • [[Fusing Enzyme]] • [[Gizzard Enzymes]] • [[Graphite]] • [[Gyromitrin]] • [[Insectoid Saliva]] • [[Kynurenic Acid]] • [[Liquid Nitrogen]] • [[Macrophage Fluid]] • [[Midazolam]] • [[Morphine (component)|Morphine]] • [[Muscarine]] • [[Nidamental Gel]] • [[Organic Gel Electrolyte]] • [[Pesticide]] • [[Prednisone Solution]] • [[Starter Mixture]] • [[Statolith]] • [[Taurine]] • [[Toxic Sludge]] • [[Unsaturated Psionic Catalyst]] • [[Small Oxygen Tank]] — [[Acid]] • [[Corrosive Acid]] • [[Rusting Acid]] — [[Black Dragon Poison]] • [[Burrower Poison]] • [[Cave Ear Poison]] • [[Crawler Poison]] • [[Spirit Poison]] • [[Blinding Poison]] • [[Leper Poison]] • [[Heartbreak Poison]] — [[Gasoline]] • [[Magnesium Powder]] • [[Napalm C]] — [[T.N.T.]] • [[Hexogen]] — [[Black Collagen]] • [[Dexytol]] • [[Lophimidrine]] • [[Phototannin]] • [[Psi-somatic Agent]] • [[Retrolytic Enzyme]] • [[Salivinine]]&lt;br /&gt;
&lt;br /&gt;
| group12 = Animals &amp;amp; organs&lt;br /&gt;
|  list12 = [[Anglerfish]] • [[Black Dragon]] • [[Blue Eel]] •  [[Demon Squid]] • [[Ghostface]] • [[Minihead]] • [[Phantom Jelly]] • [[Pentapus]] • [[Shrimp]] • [[Slackjaw (fish)]] • [[Walking Fish]] • [[Yellow Puckerfish]] • [[Frogfish]] • [[Giant Hatchetfish]] • [[Red-Lipped Batfish]] — [[Adrenal Gland]] • [[Blastema]] • [[Borer Gizzard]] • [[Burrower Poison Gland]] • [[Corrosive Acid Gland]] • [[Crawler Stinger]] • [[Healthy Animal Heart]] • [[Insectoid Salivarium]] • [[Large Intestine]] • [[Mutant Acid Gland]] • [[Shielded Bladeling Eye]] • [[Siphoner Tongue]] • [[Tumorous Tchortling Brain]] • [[Giant Creeper Poison Gland]] • [[Psi Crab Hippocampus]] • [[Mutant Crustacean Egg]] • [[Heartbreaker Serpent Poison Gland]] • [[Leper Serpent Poison Gland]] • [[Rusting Acid Gland]] • [[Clam Meat]] • [[Rotten Clam Meat]]&lt;br /&gt;
&lt;br /&gt;
| group13 = Plants &amp;amp; fungi&lt;br /&gt;
|  list13 = [[Cave Ear]] • [[Gremlin Stool]] • [[Lake Poppy]] • [[Mindshroom]] • [[Oozing Shroom]] • [[Psychodelic Spore]] • [[Red Dream Mushroom]] • [[Spirit Mushroom]] — [[Glittershroom Spores]] • [[Green Wart]] • [[Lingula]] • [[Honey Spores]]&lt;br /&gt;
&lt;br /&gt;
| group14 = Medical&amp;amp;nbsp;&amp;amp;amp;&amp;amp;nbsp;containers&lt;br /&gt;
|  list14 = [[Ampule]] • [[Capsule]] • [[Flat Beaker]] • [[Syringe]] • [[Vial]] • [[Sponge Filters]] — [[Frag Grenade Case]] • [[Frag Mine Case]] • [[Thin Grenade Case]] • [[Thin Mine Case]] • [[Cardboard Container]] • [[Chemical Trap Case]] • [[EMP Mine Case]] • [[Plasma Mine Case]]&lt;br /&gt;
&lt;br /&gt;
| group15 = Scrap &amp;amp; others&lt;br /&gt;
|  list15 = [[Bottle]] • [[Dirty Rag]] • [[Electronic Scraps]] • [[Fabric Scraps]] • [[Metal Scraps]] • [[Rubber Balls]] — [[Bolt]] • [[Supercharged Lithium Cell]] • [[Fusion Cell]] • [[Plasma Cell]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Category:Light_Machine_Gun_Enhancements&amp;diff=53822</id>
		<title>Category:Light Machine Gun Enhancements</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Category:Light_Machine_Gun_Enhancements&amp;diff=53822"/>
		<updated>2023-11-07T15:46:28Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: Created page with &amp;quot;A list of {{PAGENAME}} in ''Underrail''.  Category:Components&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of {{PAGENAME}} in ''Underrail''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Rifle_Bipod&amp;diff=53821</id>
		<title>Rifle Bipod</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Rifle_Bipod&amp;diff=53821"/>
		<updated>2023-11-07T15:44:08Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = items_components_bipod.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = Rifle Bipod&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = Bipods can be attached to rifles to increase aim stability and therefore weapon precision. However, it makes positioning the rifle take longer.&lt;br /&gt;
| skillsreq   = :Mechanics 40&lt;br /&gt;
| weight      = 0.35&lt;br /&gt;
| value       = 500&lt;br /&gt;
| datafile    = Components\Weapons\Bipod.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Rifle Bipod''' grants a bonus of +10% to Precision, at the expense of an additional AP cost per shot. This AP penalty is +2 with Assault Rifles and +5 with Sniper Rifles. Grenade Launchers take a +2 AP penalty and a 5% increase to their move and shoot penalty. LMGs receive an AP penalty of +5 and have their Burst precision penalty reduced to 0%.&lt;br /&gt;
&lt;br /&gt;
The precision bonus is lost by moving and losing the [[Focused]] state.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Assault Rifle]] (optional)&lt;br /&gt;
* [[Blueprint: Sniper Rifle]] (optional)&lt;br /&gt;
* [[Blueprint: Grenade Launcher]] (optional)&lt;br /&gt;
* [[Blueprint: Light Machine Gun]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Assault Rifle Enhancements]]&lt;br /&gt;
[[Category:Sniper Rifle Enhancements]]&lt;br /&gt;
[[Category:Grenade Launcher Enhancements]]&lt;br /&gt;
[[Category:Light Machine Gun Enhancements]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Rifle_Bipod&amp;diff=53820</id>
		<title>Rifle Bipod</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Rifle_Bipod&amp;diff=53820"/>
		<updated>2023-11-07T15:40:58Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = items_components_bipod.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = Rifle Bipod&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = Bipods can be attached to rifles to increase aim stability and therefore weapon precision. However, it makes positioning the rifle take longer.&lt;br /&gt;
| skillsreq   = :Mechanics 40&lt;br /&gt;
| weight      = 0.35&lt;br /&gt;
| value       = 500&lt;br /&gt;
| datafile    = Components\Weapons\Bipod.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Rifle Bipod''' grants a bonus of +10% to the Precision, at the expense of an additional AP cost per shot. This AP penalty is +2 with Assault Rifles and +5 with Sniper Rifles. Grenade Launchers take a +2 AP penalty while also increasing their Move and Shoot penalty by 5%. LMGs receive an AP penalty of +5 and have their Burst precision penalty reduced to 0%.&lt;br /&gt;
&lt;br /&gt;
The precision bonus is lost by moving and losing the [[Focused]] state.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Assault Rifle]] (optional)&lt;br /&gt;
* [[Blueprint: Sniper Rifle]] (optional)&lt;br /&gt;
* [[Blueprint: Grenade Launcher]] (optional)&lt;br /&gt;
* [[Blueprint: Light Machine Gun]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Assault Rifle Enhancements]]&lt;br /&gt;
[[Category:Sniper Rifle Enhancements]]&lt;br /&gt;
[[Category:Grenade Launcher Enhancements]]&lt;br /&gt;
[[Category:Light Machine Gun Enhancements]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Weapons_navbox&amp;diff=53819</id>
		<title>Template:Weapons navbox</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Weapons_navbox&amp;diff=53819"/>
		<updated>2023-11-07T15:36:19Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: Undo revision 53818 by Hazardo (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name   = Weapons navbox&lt;br /&gt;
|title  = [[Weapons]]&lt;br /&gt;
|image  = [[Image:Steel Crowbar.png|link=]]&lt;br /&gt;
|state  = {{#switch:{{{1}}}|collapsed=mw-collapsible mw-collapsed|#default=}}&lt;br /&gt;
&lt;br /&gt;
|group1 = Firearms&lt;br /&gt;
|list1  = [[Hawker]] • [[Hammerer]] • [[Neo Luger]] • [[Falchion]] — [[Jaguar]] • [[Steel Cat]] • [[Jackrabbit]] • [[Impala]] — [[Marauder]] • [[Huszar]] • [[Hornet]] • [[Chimera]] — [[Corsair]] • [[Harbinger]] • [[Reaper]] • [[Spearhead]] — [[Rebel]]{{expedition-inline}} • [[Vindicator]]{{expedition-inline}} • [[Vagabond]]{{expedition-inline}} — [[Sovereign]]{{expedition-inline}} • [[Despot]]{{expedition-inline}} • [[Tyranny]]{{expedition-inline}} — [[Petard]]{{heavyduty-inline}} • [[Tsar]]{{heavyduty-inline}} • [[Mangonel]]{{heavyduty-inline}} • [[Onager]]{{heavyduty-inline}} — [[Ratchet]]{{heavyduty-inline}} • [[Grudge]]{{heavyduty-inline}} • [[Tango]]{{heavyduty-inline}} • [[Guardian]]{{heavyduty-inline}} — [[Barbarian]]{{heavyduty-inline}} • [[Destroyer]]{{heavyduty-inline}} • [[Predator]]{{heavyduty-inline}} • [[Terminator]]{{heavyduty-inline}}&lt;br /&gt;
&lt;br /&gt;
|group2 = Other&amp;amp;nbsp;guns&lt;br /&gt;
|list2  = [[Acid Blob Pistol]] • [[Cryoliquid Blob Pistol]] • [[Incendiary Blob Pistol]] — [[Electroshock Pistol]] • [[Laser Pistol]] • [[Plasma Pistol]] • [[Lemurian Blaster]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group3 = Throwing&lt;br /&gt;
|list3  = [[Caltrops]] • [[Flare]] • [[Throwing Net]] • [[Barbed Throwing Net]] • [[Throwing Knife|Throwing Knives]] • [[Shock Shuriken|Shock Shurikens]] • [[Acid]] • [[Corrosive Acid]] • [[Rusting Acid]] — [[Nail Bomb]] • [[Frag Grenade]]s • [[HE Grenade]]s • [[Incendiary Grenade]]s • [[Plasma Grenade]]s{{expedition-inline}} — [[EMP Grenade]]s • [[Gas Grenade]]s • [[Flashbang]] • [[Chemhaze Grenade]] • [[Stingball Grenade]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group4 = Crossbows&lt;br /&gt;
|list4  = [[Zephyr]] • [[Hurricane]] • [[Tornado]] • [[Monsoon]] • [[Cyclon]]&lt;br /&gt;
&lt;br /&gt;
|group5 = Melee&lt;br /&gt;
|list5  = [[Unarmed]] — [[Boxing Gloves]] • [[Brass Knuckles]] • [[Combat Gloves]] — [[Knife Thrower's Glove]] — [[Combat Knife]] • [[Dagger]] • [[Serrated Knife]] • [[Shiv]] • [[Boning Knife]] — [[Curved Machete]]{{expedition-inline}} • [[Machete]]{{expedition-inline}} — [[Spear]]{{expedition-inline}} • [[Javelin]]{{expedition-inline}} — [[Sledgehammer]] — [[Steel Crowbar|Crowbar]] • [[Rolling Pin]] — [[Claws]]&lt;br /&gt;
&lt;br /&gt;
|group6 = Traps&lt;br /&gt;
|list6  = [[Acid Blob Trap]]s ([[Rusting Acid Blob Trap|Rusting]]{{expedition-inline}}, [[Corrosive Acid Blob Trap|Corrosive]]) • [[Cryoliquid Blob Trap]]s • [[Incendiary Blob Trap]]s — [[Bear Trap]]s • [[EMP Mine]]s • [[Frag Mine]]s • [[HE Mine]]s • [[Plasma Mine]]s{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group7 = Unique guns&lt;br /&gt;
|list7  = [[Bieretta 99]] • [[Glück 17]] • [[TT 3000]] • [[W&amp;amp;S .44 Magnum]] • [[Wasteland Hawk]] • [[ZC 99]] — [[XAL-001 Pistol]] • [[Phase Gun]] • [[Sonocaster]]{{expedition-inline}} • [[The Stunner]]{{heavyduty-inline}} — [[K&amp;amp;H MP6]] • [[Mini-Izu]] • [[NF R90]] • [[Syg MPX]] • [[Tommy Gun]] • [[RRCh-42]]{{expedition-inline}} — [[AKX]] • [[K&amp;amp;H KH416]] • [[N16]] • [[NF F2500]] • [[Steyr-Auch]] — [[AFW]] • [[Black Arrow]] • [[Dragunov]] — [[Shoddy Shotgun]]{{expedition-inline}} • [[Double-barreled Shotgun]]{{expedition-inline}} — [[Salvation-13]]{{expedition-inline}} • [[Rancor]]{{expedition-inline}} — [[Thumper]]{{heavyduty-inline}} • [[Milcore MGL]]{{heavyduty-inline}} • [[Punisher]]{{heavyduty-inline}} — [[Brno LMG]]{{heavyduty-inline}} • [[MG3-42]]{{heavyduty-inline}} • [[N60 The Warthog]]{{heavyduty-inline}} — [[GlaShaG-9]]{{heavyduty-inline}} — [[Fusion Cannon]]{{heavyduty-inline}}&lt;br /&gt;
&lt;br /&gt;
|group8 = Unique&amp;amp;nbsp;other&lt;br /&gt;
|list8  = [[Jawbone]] • [[Needler]] — [[Power Fist]] • [[Ripper's Glove]] • [[The Claw]] • [[Spiked Chrome Brass Knuckles]] • [[Remote Control Energizer Glove]] — [[Bone Handle Knife]] • [[Butcher's Cleaver]] • [[Dehumanizer]] • [[Jackknife]] • [[Kohlmeier's Lucky Knife]] • [[Kukri]] • [[Wicked Hook]] — [[Balor's Hammer]] • [[Mind Cracker]] • [[Quake]] — [[Claymore]]{{expedition-inline}} • [[Chainsword]]{{expedition-inline}} • [[Captain's Cutlass]]{{expedition-inline}} • [[Red Dragon]]{{expedition-inline}} — [[The Glaive]]{{expedition-inline}} • [[Lemurian Spear]]{{expedition-inline}} • [[Rust Maker]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group9 = Sørmirbæren{{expedition-inline}}&lt;br /&gt;
| list9 = [[Sørmirbæren Crossbow|Crossbow]] • [[Sørmirbæren Knife|Knife]] • [[Sørmirbæren Sabre|Sabre]] • [[Sørmirbæren Sledgehammer|Sledgehammer]] • [[Sørmirbæren Spear|Spear]] • [[Sørmirbæren Skærder Knife|Skærder Knife]] • [[Sørmirbæren Skærder Sword|Skærder Sword]] • [[Sørmirbæren Skærder Spear|Skærder Spear]] • [[Sørmirbæren Skærder Sledgehammer|Skærder Sledgehammer]] • [[Sørmirbæren Staff-spear|Staff-spear]] • [[Sørmirbæren Spirit Staff|Spirit Staff]] — [[Black Blade]] • [[Barbaton]] • [[Høddurform]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Weapons_navbox&amp;diff=53818</id>
		<title>Template:Weapons navbox</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Weapons_navbox&amp;diff=53818"/>
		<updated>2023-11-07T15:35:33Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name   = Weapons navbox&lt;br /&gt;
|title  = [[Weapons]]&lt;br /&gt;
|image  = [[Image:Steel Crowbar.png|link=]]&lt;br /&gt;
|state  = {{#switch:{{{1}}}|collapsed=mw-collapsible mw-collapsed|#default=}}&lt;br /&gt;
&lt;br /&gt;
|group1 = Firearms&lt;br /&gt;
|list1  = [[Hawker]] • [[Hammerer]] • [[Neo Luger]] • [[Falchion]] — [[Jaguar]] • [[Steel Cat]] • [[Jackrabbit]] • [[Impala]] — [[Marauder]] • [[Huszar]] • [[Hornet]] • [[Chimera]] — [[Corsair]] • [[Harbinger]] • [[Reaper]] • [[Spearhead]] — [[Rebel]]{{expedition-inline}} • [[Vindicator]]{{expedition-inline}} • [[Vagabond]]{{expedition-inline}} — [[Sovereign]]{{expedition-inline}} • [[Despot]]{{expedition-inline}} • [[Tyranny]]{{expedition-inline}} — [[Petard]]{{heavyduty-inline}} • [[Tsar]]{{heavyduty-inline}} • [[Mangonel]]{{heavyduty-inline}} • [[Onager]]{{heavyduty-inline}} — [[Grudge]]{{heavyduty-inline}} • [[Tango]]{{heavyduty-inline}} • [[Ratchet]]{{heavyduty-inline}} • [[Guardian]]{{heavyduty-inline}} — [[Barbarian]]{{heavyduty-inline}} • [[Destroyer]]{{heavyduty-inline}} • [[Predator]]{{heavyduty-inline}} • [[Terminator]]{{heavyduty-inline}}&lt;br /&gt;
&lt;br /&gt;
|group2 = Other&amp;amp;nbsp;guns&lt;br /&gt;
|list2  = [[Acid Blob Pistol]] • [[Cryoliquid Blob Pistol]] • [[Incendiary Blob Pistol]] — [[Electroshock Pistol]] • [[Laser Pistol]] • [[Plasma Pistol]] • [[Lemurian Blaster]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group3 = Throwing&lt;br /&gt;
|list3  = [[Caltrops]] • [[Flare]] • [[Throwing Net]] • [[Barbed Throwing Net]] • [[Throwing Knife|Throwing Knives]] • [[Shock Shuriken|Shock Shurikens]] • [[Acid]] • [[Corrosive Acid]] • [[Rusting Acid]] — [[Nail Bomb]] • [[Frag Grenade]]s • [[HE Grenade]]s • [[Incendiary Grenade]]s • [[Plasma Grenade]]s{{expedition-inline}} — [[EMP Grenade]]s • [[Gas Grenade]]s • [[Flashbang]] • [[Chemhaze Grenade]] • [[Stingball Grenade]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group4 = Crossbows&lt;br /&gt;
|list4  = [[Zephyr]] • [[Hurricane]] • [[Tornado]] • [[Monsoon]] • [[Cyclon]]&lt;br /&gt;
&lt;br /&gt;
|group5 = Melee&lt;br /&gt;
|list5  = [[Unarmed]] — [[Boxing Gloves]] • [[Brass Knuckles]] • [[Combat Gloves]] — [[Knife Thrower's Glove]] — [[Combat Knife]] • [[Dagger]] • [[Serrated Knife]] • [[Shiv]] • [[Boning Knife]] — [[Curved Machete]]{{expedition-inline}} • [[Machete]]{{expedition-inline}} — [[Spear]]{{expedition-inline}} • [[Javelin]]{{expedition-inline}} — [[Sledgehammer]] — [[Steel Crowbar|Crowbar]] • [[Rolling Pin]] — [[Claws]]&lt;br /&gt;
&lt;br /&gt;
|group6 = Traps&lt;br /&gt;
|list6  = [[Acid Blob Trap]]s ([[Rusting Acid Blob Trap|Rusting]]{{expedition-inline}}, [[Corrosive Acid Blob Trap|Corrosive]]) • [[Cryoliquid Blob Trap]]s • [[Incendiary Blob Trap]]s — [[Bear Trap]]s • [[EMP Mine]]s • [[Frag Mine]]s • [[HE Mine]]s • [[Plasma Mine]]s{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group7 = Unique guns&lt;br /&gt;
|list7  = [[Bieretta 99]] • [[Glück 17]] • [[TT 3000]] • [[W&amp;amp;S .44 Magnum]] • [[Wasteland Hawk]] • [[ZC 99]] — [[XAL-001 Pistol]] • [[Phase Gun]] • [[Sonocaster]]{{expedition-inline}} • [[The Stunner]]{{heavyduty-inline}} — [[K&amp;amp;H MP6]] • [[Mini-Izu]] • [[NF R90]] • [[Syg MPX]] • [[Tommy Gun]] • [[RRCh-42]]{{expedition-inline}} — [[AKX]] • [[K&amp;amp;H KH416]] • [[N16]] • [[NF F2500]] • [[Steyr-Auch]] — [[AFW]] • [[Black Arrow]] • [[Dragunov]] — [[Shoddy Shotgun]]{{expedition-inline}} • [[Double-barreled Shotgun]]{{expedition-inline}} — [[Salvation-13]]{{expedition-inline}} • [[Rancor]]{{expedition-inline}} — [[Thumper]]{{heavyduty-inline}} • [[Milcore MGL]]{{heavyduty-inline}} • [[Punisher]]{{heavyduty-inline}} — [[Brno LMG]]{{heavyduty-inline}} • [[MG3-42]]{{heavyduty-inline}} • [[N60 The Warthog]]{{heavyduty-inline}} — [[GlaShaG-9]]{{heavyduty-inline}} — [[Fusion Cannon]]{{heavyduty-inline}}&lt;br /&gt;
&lt;br /&gt;
|group8 = Unique&amp;amp;nbsp;other&lt;br /&gt;
|list8  = [[Jawbone]] • [[Needler]] — [[Power Fist]] • [[Ripper's Glove]] • [[The Claw]] • [[Spiked Chrome Brass Knuckles]] • [[Remote Control Energizer Glove]] — [[Bone Handle Knife]] • [[Butcher's Cleaver]] • [[Dehumanizer]] • [[Jackknife]] • [[Kohlmeier's Lucky Knife]] • [[Kukri]] • [[Wicked Hook]] — [[Balor's Hammer]] • [[Mind Cracker]] • [[Quake]] — [[Claymore]]{{expedition-inline}} • [[Chainsword]]{{expedition-inline}} • [[Captain's Cutlass]]{{expedition-inline}} • [[Red Dragon]]{{expedition-inline}} — [[The Glaive]]{{expedition-inline}} • [[Lemurian Spear]]{{expedition-inline}} • [[Rust Maker]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group9 = Sørmirbæren{{expedition-inline}}&lt;br /&gt;
| list9 = [[Sørmirbæren Crossbow|Crossbow]] • [[Sørmirbæren Knife|Knife]] • [[Sørmirbæren Sabre|Sabre]] • [[Sørmirbæren Sledgehammer|Sledgehammer]] • [[Sørmirbæren Spear|Spear]] • [[Sørmirbæren Skærder Knife|Skærder Knife]] • [[Sørmirbæren Skærder Sword|Skærder Sword]] • [[Sørmirbæren Skærder Spear|Skærder Spear]] • [[Sørmirbæren Skærder Sledgehammer|Skærder Sledgehammer]] • [[Sørmirbæren Staff-spear|Staff-spear]] • [[Sørmirbæren Spirit Staff|Spirit Staff]] — [[Black Blade]] • [[Barbaton]] • [[Høddurform]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Tango&amp;diff=53817</id>
		<title>Tango</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Tango&amp;diff=53817"/>
		<updated>2023-11-07T15:33:22Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tango''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Tango is the slowest of the LMG frames, with higher base AP cost and only two additional shots per burst. As a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Tango]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Tango''' ([[9mm Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Tango''' ([[.44 Firearm Barrel]], 35 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''45-round Tango''' ([[LMG 45-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''55-round Tango''' ([[LMG 55-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Tango''' ([[LMG 65-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Tango''' ([[LMG 80-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Tango''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Grudge Tango''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Tango''' ([[Barrel Compensator]], +15% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Tango''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53816</id>
		<title>Grudge</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53816"/>
		<updated>2023-11-07T15:33:11Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Grudge''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Grudge is an LMG with a lower fire rate, firing only two additional shots per burst. It has the same lower base AP costs as the [[Ratchet]], but its damage range is tighter, with higher minimum and lower maximum damage. It has a slightly larger spread angle than the other LMG frames, and as a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Grudge]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Grudge''' ([[9mm Firearm Barrel]], 25 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Grudge''' ([[.44 Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''45-round Grudge''' ([[LMG 45-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''55-round Grudge''' ([[LMG 55-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Grudge''' ([[LMG 65-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Grudge''' ([[LMG 80-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Grudge''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Grudge Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Grudge''' ([[Barrel Compensator]], +15% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Grudge''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Tango&amp;diff=53815</id>
		<title>Tango</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Tango&amp;diff=53815"/>
		<updated>2023-11-07T15:31:05Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tango''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Tango is the slowest of the LMG frames, with higher base AP cost and only two additional shots per burst. As a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Tango]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Tango''' ([[9mm Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Tango''' ([[.44 Firearm Barrel]], 35 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''45-round Tango''' ([[LMG 45-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''55-round Tango''' ([[LMG 55-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Tango''' ([[LMG 65-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Tango''' ([[LMG 80-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Tango''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Grudge Tango''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Tango''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Tango''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53814</id>
		<title>Grudge</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53814"/>
		<updated>2023-11-07T15:30:32Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Grudge''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Grudge is an LMG with a lower fire rate, firing only two additional shots per burst. It has the same lower base AP costs as the [[Ratchet]], but its damage range is tighter, with higher minimum and lower maximum damage. It has a slightly larger spread angle than the other LMG frames, and as a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Grudge]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Grudge''' ([[9mm Firearm Barrel]], 25 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Grudge''' ([[.44 Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''45-round Grudge''' ([[LMG 45-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''55-round Grudge''' ([[LMG 55-round Box Magazine]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Grudge''' ([[LMG 65-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Grudge''' ([[LMG 80-round Box Magazine]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Grudge''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Grudge Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Grudge''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Grudge''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53813</id>
		<title>Grudge</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53813"/>
		<updated>2023-11-07T15:27:19Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Grudge''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Grudge is an LMG with a lower fire rate, firing only two additional shots per burst. It has the same lower base AP costs as the [[Ratchet]], but its damage range is tighter, with higher minimum and lower maximum damage. It has a slightly larger spread angle than the other LMG frames, and as a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Grudge]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Grudge''' ([[9mm Firearm Barrel]], 25 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Grudge''' ([[.44 Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''50-round Grudge''' ([[50-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Grudge''' ([[65-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Grudge''' ([[80-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Grudge''' ([[100-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Grudge''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Grudge Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Grudge''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Grudge''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53812</id>
		<title>Grudge</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53812"/>
		<updated>2023-11-07T15:25:57Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Grudge''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Grudge is an LMG with a lower fire rate, firing only two additional shots per burst. It has the same lower base AP costs as the [[Ratchet]], but its damage range is tighter, with higher minimum and lower maximum damage. It has a higher spread angle than the other LMG frames, and as a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Grudge]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Grudge''' ([[9mm Firearm Barrel]], 25 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Grudge''' ([[.44 Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''50-round Grudge''' ([[50-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Grudge''' ([[65-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Grudge''' ([[80-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Grudge''' ([[100-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Grudge''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Grudge Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Grudge''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Grudge''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Tango&amp;diff=53811</id>
		<title>Tango</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Tango&amp;diff=53811"/>
		<updated>2023-11-07T15:25:38Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: Needs icons and infoboxes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tango''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Tango is the slowest of the LMG frames, with higher base AP cost and only two additional shots per burst. As a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Tango]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Tango''' ([[9mm Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Tango''' ([[.44 Firearm Barrel]], 35 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''50-round Tango''' ([[50-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Tango''' ([[65-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Tango''' ([[80-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Tango''' ([[100-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Tango''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Grudge Tango''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Tango''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Tango''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Guardian&amp;diff=53810</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Guardian&amp;diff=53810"/>
		<updated>2023-11-07T15:20:15Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Guardian''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Guardian has a considerably wider damage range than the other LMG frames, leading to potentially high but inconsistent damage output. It fires three extra shots per burst, shares the [[Tango|Tango's]] higher base AP costs, and additionally has higher minimal strength requirements. As a belt-fed LMG, the Guardian has a larger ammo capacity counterbalanced by a higher reload cost and slightly worse burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Guardian]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Guardian''' ([[9mm Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Guardian''' ([[.44 Firearm Barrel]], 35 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''50-round Guardian''' ([[50-round Ammo Belt]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Guardian''' ([[65-round Ammo Belt]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Guardian''' ([[80-round Ammo Belt]], 10 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Guardian''' ([[100-round Ammo Belt]], 10 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Guardian''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Guardian Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Guardian''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Guardian''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ratchet&amp;diff=53809</id>
		<title>Ratchet</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ratchet&amp;diff=53809"/>
		<updated>2023-11-07T15:18:49Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ratchet''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Out of the four LMG frames, the Ratchet has the highest rate of fire with its lower base AP cost and four extra shots per burst. As a belt-fed LMG, it has a larger ammo capacity counterbalanced by a higher reload AP cost and slightly worse burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Ratchet]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Ratchet''' ([[9mm Firearm Barrel]], 25 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Ratchet''' ([[.44 Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''50-round Ratchet''' ([[50-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Ratchet''' ([[65-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Ratchet''' ([[80-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Ratchet''' ([[100-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Ratchet''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Ratchet Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Ratchet''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Ratchet''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53808</id>
		<title>Grudge</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Grudge&amp;diff=53808"/>
		<updated>2023-11-07T15:18:13Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: Needs icons and infoboxes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Grudge''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Grudge is an LMG with a lower fire rate, firing only two additional shots per burst. It has the same lower base AP costs as the [[Ratchet]], but its damage range is tighter, with higher minimum and lower maximum damage. It has a higher spread angle than the other LMG frames, and as a magazine-fed LMG, its ammo capacity is lower, counterbalanced by a lower reload AP cost and a slightly better burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Grudge]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Grudge''' ([[9mm Firearm Barrel]], 25 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Grudge''' ([[.44 Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''50-round Grudge''' ([[50-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Grudge''' ([[65-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Grudge''' ([[80-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Grudge''' ([[100-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Grudge''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Grudge Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Grudge''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Grudge''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Guardian&amp;diff=53807</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Guardian&amp;diff=53807"/>
		<updated>2023-11-07T15:09:07Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: Needs icons and infoboxes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Guardian''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Guardian has a considerably wider damage range than the other LMG frames, leading to potentially high but inconsistent damage output. It fires three extra shots per burst, shares the Tango's higher base AP costs, and additionally has higher minimal strength requirements. As a belt-fed LMG, the Guardian has a larger ammo capacity counterbalanced by a higher reload cost and slightly worse burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Guardian]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Guardian''' ([[9mm Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Guardian''' ([[.44 Firearm Barrel]], 35 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''50-round Guardian''' ([[50-round Ammo Belt]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Guardian''' ([[65-round Ammo Belt]], 8 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Guardian''' ([[80-round Ammo Belt]], 10 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Guardian''' ([[100-round Ammo Belt]], 10 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Guardian''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Guardian Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Guardian''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Guardian''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ratchet&amp;diff=53806</id>
		<title>Ratchet</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ratchet&amp;diff=53806"/>
		<updated>2023-11-07T14:46:36Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: Needs icons and infoboxes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 =&lt;br /&gt;
| tab2 =&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ratchet''' is a [[LMGs|light machine gun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Out of the four LMG frames, the Ratchet has the highest rate of fire with its lower base AP cost and four extra shots per burst. As a belt-fed LMG, it has a larger ammo capacity counterbalanced by higher reload cost and slightly worse burst precision.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[LMG Frame: Ratchet]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Light Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
'''9mm Ratchet''' ([[9mm Firearm Barrel]], 25 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''.44 Ratchet''' ([[.44 Firearm Barrel]], 30 base AP cost)&lt;br /&gt;
&lt;br /&gt;
=== Belt ===&lt;br /&gt;
'''50-round Ratchet''' ([[50-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''65-round Ratchet''' ([[65-round Ammo Belt]], 7 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''80-round Ratchet''' ([[80-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
'''100-round Ratchet''' ([[100-round Ammo Belt]], 9 minimal strength)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
'''Ergonomic Ratchet''' ([[Ergonomic Handle]], +3% precision, spread angle reduced by 3, move and shoot precision penalty reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
'''Ratchet Bipod''' ([[Rifle Bipod]], Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost)&lt;br /&gt;
&lt;br /&gt;
'''Compensated Ratchet''' ([[Barrel Compensator]], +14% Burst precision)&lt;br /&gt;
&lt;br /&gt;
'''Muzzled Ratchet''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
{{AmmoGroup|.44}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:LMGs]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Forged_Underrail_Express_Ticket&amp;diff=53742</id>
		<title>Forged Underrail Express Ticket</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Forged_Underrail_Express_Ticket&amp;diff=53742"/>
		<updated>2023-11-06T19:13:01Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Underrail Express Ticket.png&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| name        = Forged Underrail Express Ticket&lt;br /&gt;
| type        = Misc.&lt;br /&gt;
| description = A forged Underrail Express ticket, valid for a single journey in both Lower and Upper Underrail trains, regardless of destination. The forged security hologram should be indistinguishable from the original, but one can never be sure...&lt;br /&gt;
| weight      = &lt;br /&gt;
| value       = &lt;br /&gt;
| datafile    = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Forged Underrail Express Ticket''' is a item that can be used to get one free ride in the trains. They can be obtained as a quest reward from [[Phreak]] if his attitude to you is good enough and later bought from him for 100 charons for a batch. There is a very small chance that player will be busted for using forged tickets, making it impossible to use metro trains anymore until the player pays the fine of 300 charons.&lt;br /&gt;
&lt;br /&gt;
{{Plotitem navbox}}&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=LMGs&amp;diff=53738</id>
		<title>LMGs</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=LMGs&amp;diff=53738"/>
		<updated>2023-11-06T17:57:30Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heavyduty}}&lt;br /&gt;
'''LMGs''' are [[weapons]]. They use the [[Heavy Guns]] skill and have a moderate to high [[Strength]] requirement. They come in .44, 7.62mm, 8.6mm and 9mm calibers.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Can only use burst fire&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output but also high ammo consumption&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* No skill requirement&lt;br /&gt;
* High reload cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Ratchet}}&lt;br /&gt;
* {{Itemlink|Grudge}}&lt;br /&gt;
* {{Itemlink|Tango}}&lt;br /&gt;
* {{Itemlink|Guardian}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Brno LMG}}&lt;br /&gt;
* {{Itemlink|MG3-42}}&lt;br /&gt;
* {{Itemlink|N60 The Warthog}}&lt;br /&gt;
&lt;br /&gt;
== LMG feats ==&lt;br /&gt;
* [[Brute Aim]]&lt;br /&gt;
* [[Bullet Trance]]&lt;br /&gt;
* [[Concentrated Fire]]&lt;br /&gt;
* [[Full-Auto]]&lt;br /&gt;
* [[Gunner's High]]&lt;br /&gt;
* [[Heavy Metal]]&lt;br /&gt;
* [[Mag Dump]]&lt;br /&gt;
* [[Suppressive Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Heavy Guns| LMGs]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Phreak&amp;diff=53737</id>
		<title>Phreak</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Phreak&amp;diff=53737"/>
		<updated>2023-11-06T17:52:29Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Phreak&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = Frg_l.png&lt;br /&gt;
| background = Default.png&lt;br /&gt;
| health     = 650&lt;br /&gt;
| shield     = &amp;amp;nbsp;&lt;br /&gt;
| image      = Phreak.png&lt;br /&gt;
| roles      = Hacker&lt;br /&gt;
| location   = Abandoned Core City facility&lt;br /&gt;
| loot       = [[Remote Control Energizer Glove]]&lt;br /&gt;
| abilities = [[Bone Breaker]]&amp;lt;br&amp;gt;[[Cheap Shots]]&amp;lt;br&amp;gt;[[Combo]]&amp;lt;br&amp;gt;[[Critical Power]]&amp;lt;br&amp;gt;[[Deflection]]&amp;lt;br&amp;gt;[[Dirty Kick]]&amp;lt;br&amp;gt;[[Heavy Punch]]&amp;lt;br&amp;gt;[[Lightning Punches]]&amp;lt;br&amp;gt;[[Opportunist]]&amp;lt;br&amp;gt;[[Recklessness]]&amp;lt;br&amp;gt;[[Sprint]]&amp;lt;br&amp;gt;[[Wrestling]]&lt;br /&gt;
| quests     = [[Find HV cables]]&amp;lt;br&amp;gt;[[HV penetrator assembly]]&amp;lt;br&amp;gt;[[Overcharge facility]]&amp;lt;br&amp;gt;[[Ticket testing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Phreak''' (also known as '''Mit Draper''' and '''Old Hacker''') is a hacker from North Underrail currently residing in Core City. He is an extremely elusive figure whose style of hacking is brute-forcing something until it works. He is hiding out in an abandoned facility full of [[Coil Spider|Coil Spiders]], and to reach him the player has to activate all the EMP generators in the facility. It is noteworthy that performing this quest-line allows the player to bypass doing any main story quest for the Oligarchs.&lt;br /&gt;
&lt;br /&gt;
==Player Interactions==&lt;br /&gt;
Before he is even met, the player can find several orange phone boxes in [[Lower Underrail]] that (usually with certain [[hacking]] and [[electronics]] skills) can give insight into Phreak's handiwork and interactions with the [[Protectorate]], [[Lunatics]] and [[Ironheads]].&lt;br /&gt;
&lt;br /&gt;
There are several ways to reach Phreak.&lt;br /&gt;
&lt;br /&gt;
* Get in [[Motion]] 6 times. This may have the undesirable side effect if giving the player the [[Motioner]] feat and is somewhat expensive.&lt;br /&gt;
&lt;br /&gt;
* Use the ladder entrance in the south-west map of the Middle Level of [[Core City]] (14 effective [[Perception]] to notice). The entrance is specifically in the western rectangular block, the one next to the gangsters, on the map screen that is west of [[Halim]]'s Electronics Store.&lt;br /&gt;
&lt;br /&gt;
* Find a hidden entrance behind the pipes in the Utility section of the Core City underpassages ([[:File:Cc_utility.png|Cc_utility.png]]), requires 11 effective [[Perception]], but can by bypassed with the activated night vision mode of the Night Vision [[Goggles]]. &lt;br /&gt;
&lt;br /&gt;
If player has already accepted or completed the [[Look for Cornell|Seek the Acid Hunters]] quest for any of the Oligarchs, he will be missing and only his laptop may be found. Player may still be able to finish Phreak's crunch on their own, however most of the rewards for his quests will become unavailable.&lt;br /&gt;
&lt;br /&gt;
The player may eventually find him and be tasked to [[Find HV cables|retrieve a set of heavy-duty cables from the Acid Hunters' lair]], potentially also unlocking a trap door leading directly near their hideout (depending on his attitude). For finishing this quest, he will give the player the [[Camera Jammer]]. &lt;br /&gt;
&lt;br /&gt;
After that, the player is [[HV penetrator assembly|tasked to retrieve two items]] from two different hideouts in [[Upper Underrail]]. For this mission Phreak grants the player the [[Orange Box]] to complete the sound-based puzzles.&lt;br /&gt;
Afterwards, the player will be tasked to [[Overcharge facility|turn on boilers]] possible in the abandoned facility in order to stress-test the system. Doing so will enable a path leading directly to the [[Research Facility]] and to the [[Abomination|Abomination's Lair]], but it is dangerous as there are both a robot (likely varying in difficulty, up to an [[Industrial Robot]]) and several [[Death Stalker|Death Stalkers]].&lt;br /&gt;
&lt;br /&gt;
By the end of his quest-line he may also allow the player to buy [[Contact-Activated_Capacitative_Sheet|Contact-Activated Capacitative Sheets]] (for 200 charons) and [[Forged Underrail Express Ticket]]s (for 100 charons). Additionally, with 50 effective [[Persuasion]], he can be convinced to grant the player several extra minutes in the [[Run the Gauntlet|Gauntlet]]. His stock refreshes every 60 minutes.&lt;br /&gt;
&lt;br /&gt;
Phreak's rewards depend on whether the player already knows about him and general respect during conversations. Knowing about Phreak ahead of time (or passing his [[Persuasion]] check in dialogue, 85 effective skill) and not insulting him will unlock all 3 rewards ([[Camera Jammer]], [[Contact-Activated_Capacitative_Sheet|CACS]] and [[Forged Underrail Express Ticket]]s). &lt;br /&gt;
&lt;br /&gt;
In addition there is a hidden modifier that decreases and increases based on player's dialogue with Phreak that modifies the amount of goods given to player during a purchase of CACS or forged tickets. By discussing various things and being respectful to him, allows player to obtain more items for the same price.&lt;br /&gt;
&lt;br /&gt;
There are few ways of learning more about Phreak before meeting him:&lt;br /&gt;
* Player can read his entry at {{spoiler|[[Oculus]] with second clearance level}}.&lt;br /&gt;
* Emergency phone north of GMS past the bandit checkpoint contains some information about him if you can repair it (requires [[Electronics]] or [[Hacking]]).&lt;br /&gt;
* Player can find some information about him on the [[Bloody Mobile Computer]] found at an ironhead camp in the dark metro tunnels between [[Foundry]] and [[Core City]].&lt;br /&gt;
* Another emergency phone with information about Phreak can be found deep inside an Ironhead lair south-east of [[Foundry]] ([[Simon Peres]]' hideout).&lt;br /&gt;
After successfully obtaining information about Phreak, player should get a new Other sidequest in their quest notes telling them to find the person responsible for hacking underrail metro emergency phones.&lt;br /&gt;
&lt;br /&gt;
As a side-interaction, player can discuss various topics with him, including his hacking techniques. With 85 '''base''' [[Hacking]] the player can talk about how Phreak should learn to use the cutting-edge [[Haxxor]]s that he will scoff at, but if the player has the [[Huxkey]] its design completely takes Phreak by surprise.&lt;br /&gt;
&lt;br /&gt;
If the player turns Phreak hostile via dialogue the player has several options to make use of base stats to counter-attack:&amp;lt;br&amp;gt;&lt;br /&gt;
* With 10 [[Strength]]: Both player and Phreak receive damage without any debuffs&lt;br /&gt;
* With 13 Strength: Phreak is hit for some damage and gets [[Stunned]] for 1 turn and [[Dazed]] for 3 turns&lt;br /&gt;
* With 16 Strength: Phreak is instantly killed&lt;br /&gt;
* With 11 [[Dexterity]]: Phreak's attack is nullified&lt;br /&gt;
* With 15 Dexterity: Phreak is hit for some damage and gets [[Stunned]] for 1 turn and [[Dazed]] for 3 turns&lt;br /&gt;
* With 10 [[Agility]]: Phreak's attack is nullified&lt;br /&gt;
* With 14 Agility: Phreak is hit for some damage and gets [[Stunned]] for 1 turn and [[Dazed]] for 3 turns&lt;br /&gt;
* With 13 [[Constitution]]: Phreak's attack is nullified and player gains +15 [[Initiative]] bonus&lt;br /&gt;
* With 14 [[Will]]: Phreak's attack is nullified and player gains +15 [[Initiative]] bonus&lt;br /&gt;
* Failed counter-attack will cause player to suffer damage, become [[Stunned]] for 1 turn and [[Dazed]] for 3 turns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Fate|&lt;br /&gt;
Doing enough quests for any of the Oligarchs will cause Phreak to end up in a number of scenarios:&lt;br /&gt;
* Doing '''Coretech's''' quests will end up with him hired by Coretech and found on the second floor of their headquarters.&lt;br /&gt;
* Doing '''JKK's''' quests will end up with him randomly found in Core City Upper Underrail Metro Station in an extremely dizzied state, infected by a &amp;quot;mind-virus&amp;quot; through one of JKK's Tri-Monitors.&lt;br /&gt;
* Doing '''Praetorian Security's''' quests will end up with him beaten up and locked in a medical room behind [[Heidi]]. Notably however you can free him, but he will not be later found in his hideout.&lt;br /&gt;
Additionally, if player completes his questline and returns from [[Deep Caverns]] without interacting with the Oligarchs, his fate will be randomized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Phreak is based off [https://en.wikipedia.org/wiki/John_Draper John Draper] and the [https://en.wikipedia.org/wiki/Phreaking phreaking] culture.&lt;br /&gt;
** His style of &amp;quot;crunching&amp;quot; is a reference to John Draper's discovery that the toy whistles that came with the Cap'n Crunch cereal boxes played at [https://en.wikipedia.org/wiki/2600_hertz a perfect frequency suitable for phreaking].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Core City characters]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Perceptual_Isolation_Helmet&amp;diff=53422</id>
		<title>Perceptual Isolation Helmet</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Perceptual_Isolation_Helmet&amp;diff=53422"/>
		<updated>2023-11-02T21:12:45Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heavyduty}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| image        = Perceptual Isolation Helmet.png&lt;br /&gt;
| name         = Perceptual Isolation Helmet&lt;br /&gt;
| type         = Headwear&lt;br /&gt;
| description  = Keeps the user away from sensory distractions.&lt;br /&gt;
| encumbrance  = 20%&lt;br /&gt;
| onequip      = Equip: Grants 3 additional psi slots &amp;lt;br&amp;gt; Equip: Psionic skills increased by 40 &amp;lt;br&amp;gt; Equip: Psi regeneration increased by 5 &amp;lt;br&amp;gt; Equip: Will increased by 1 &amp;lt;br&amp;gt; {{color|red|Equip: Perception set to 1}}&amp;lt;br&amp;gt;{{color|red|Equip: Initiative reduced by 30}}&amp;lt;br&amp;gt;{{color|red|Equip: Chance to get critically hit is increased by 10,00%}}&amp;lt;br&amp;gt;{{color|red|Equip: Dodge, Evasion and Stealth reduced by 1000}}&lt;br /&gt;
| durability   = 1320 / 1320 (electronic)&lt;br /&gt;
| weight       = 4.00&lt;br /&gt;
| value        = 16000&lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Perceptual Isolation Helmet''' is a unique psionic headband.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
This helmet provides significant buffs to psionics and allows the user to go over the natural psi innervation slot limit to a maximum of 11 slots, but also severely reduces the user's defensive capabilities. Additionally, when the helmet is worn, the entire screen turns pitch black with only outlines of interactable objects being visible when pressing {{key|Tab}} or {{key|Z}} key.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Worn by the [[Cognator]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.7]] (Heavy Duty) - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Headwear]]&lt;br /&gt;
[[Category:Psionic headbands]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Psi_Circuit_Extension&amp;diff=53420</id>
		<title>Psi Circuit Extension</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Psi_Circuit_Extension&amp;diff=53420"/>
		<updated>2023-11-02T21:09:40Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Psi Circuit Extension.png&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| name        = Psi Circuit Extension&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = When added to a psionic enhancement device, it allow for more efficient innervation.&lt;br /&gt;
| quality     = &lt;br /&gt;
| skillsreq   =&lt;br /&gt;
:Electronics 80&lt;br /&gt;
:Biology 25&lt;br /&gt;
| weight      = 0.15&lt;br /&gt;
| value       = 2000&lt;br /&gt;
| datafile    = Components\Armors\Psi_Circuit_Extension.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Psi Circuit Extension''' is a psionic component.&lt;br /&gt;
&lt;br /&gt;
It increases the available psionic circuits by 1 so that an aditional psi skill may be innervated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Psionic Headband]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Psionic components]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53399</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53399"/>
		<updated>2023-11-02T19:12:02Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[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.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Special grenades&lt;br /&gt;
* Can target tiles as well as specific enemies&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement (5-7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs and miniguns, they are fully focused on burst fire attacks and deal {{mechanical}} damage. Like other firearms, heavy guns can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst than other firearm types&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High reload AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots per burst increases with every attack as weapon revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Penalty to initiative&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High reload AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|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.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Miniguns&amp;diff=53398</id>
		<title>Miniguns</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Miniguns&amp;diff=53398"/>
		<updated>2023-11-02T19:10:32Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Miniguns''' are [[weapons]]. They use the [[Heavy Guns]] skill and have a high [[Strength]] requirement. They come in .44, 9mm and 12.7mmm calibers.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Can only use burst fire&lt;br /&gt;
* Have unique Wind Up mechanics&lt;br /&gt;
* Lower the user's initiative&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output but also high ammo consumption&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-13)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Barbarian}}&lt;br /&gt;
* {{Itemlink|Destroyer}}&lt;br /&gt;
* {{Itemlink|Predator}}&lt;br /&gt;
* {{Itemlink|Terminator}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|GlaShaG-9}}&lt;br /&gt;
&lt;br /&gt;
== Minigun feats ==&lt;br /&gt;
* [[Brute Aim]]&lt;br /&gt;
* [[Bullet Trance]]&lt;br /&gt;
* [[Concentrated Fire]]&lt;br /&gt;
* [[Full-Auto]]&lt;br /&gt;
* [[Gunner's High]]&lt;br /&gt;
* [[Heavy Metal]]&lt;br /&gt;
* [[Mag Dump]]&lt;br /&gt;
* [[Suppressive Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Heavy Guns| Miniguns]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=LMGs&amp;diff=53397</id>
		<title>LMGs</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=LMGs&amp;diff=53397"/>
		<updated>2023-11-02T19:09:00Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''LMGs''' are [[weapons]]. They use the [[Heavy Guns]] skill and have a moderate to high [[Strength]] requirement. They come in .44, 7.62mm, 8.6mm and 9mm calibers.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Can only use burst fire&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output but also high ammo consumption&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* High reload cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Grudge}}&lt;br /&gt;
* {{Itemlink|Guardian}}&lt;br /&gt;
* {{Itemlink|Ratchet}}&lt;br /&gt;
* {{Itemlink|Tango}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Brno LMG}}&lt;br /&gt;
* {{Itemlink|MG3-42}}&lt;br /&gt;
* {{Itemlink|N60 The Warthog}}&lt;br /&gt;
&lt;br /&gt;
== LMG feats ==&lt;br /&gt;
* [[Brute Aim]]&lt;br /&gt;
* [[Bullet Trance]]&lt;br /&gt;
* [[Concentrated Fire]]&lt;br /&gt;
* [[Full-Auto]]&lt;br /&gt;
* [[Gunner's High]]&lt;br /&gt;
* [[Heavy Metal]]&lt;br /&gt;
* [[Mag Dump]]&lt;br /&gt;
* [[Suppressive Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Heavy Guns| LMGs]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Miniguns&amp;diff=53396</id>
		<title>Miniguns</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Miniguns&amp;diff=53396"/>
		<updated>2023-11-02T18:58:33Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Miniguns''' are [[weapons]]. They use the [[Heavy Guns]] skill and have a high [[Strength]] requirement. They come in .44, 9mm and 12.7mmm calibers.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Can only use burst fire&lt;br /&gt;
* Have unique Wind Up mechanics&lt;br /&gt;
* Lower the user's initiative&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output but also high ammo consumption&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-13)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Barbarian}}&lt;br /&gt;
* {{Itemlink|Destroyer}}&lt;br /&gt;
* {{Itemlink|Predator}}&lt;br /&gt;
* {{Itemlink|Terminator}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|GlaShaG-9}}&lt;br /&gt;
&lt;br /&gt;
== Minigun feats ==&lt;br /&gt;
* [[Brute Aim]]&lt;br /&gt;
* [[Bullet Trance]]&lt;br /&gt;
* [[Concentrated Fire]]&lt;br /&gt;
* [[Full-Auto]]&lt;br /&gt;
* [[Gunner's High]]&lt;br /&gt;
* [[Heavy Metal]]&lt;br /&gt;
* [[Mag Dump]]&lt;br /&gt;
* [[Suppressive Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Heavy Guns| Miniguns]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=LMGs&amp;diff=53395</id>
		<title>LMGs</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=LMGs&amp;diff=53395"/>
		<updated>2023-11-02T18:57:16Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''LMGs''' are [[weapons]]. They use the [[Heavy Guns]] skill and have a moderate to high [[Strength]] requirement. They come in .44, 7.62mm, 8.6mm and 9mm calibers.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Can only use burst fire&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output but also high ammo consumption&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* High reload cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Grudge}}&lt;br /&gt;
* {{Itemlink|Guardian}}&lt;br /&gt;
* {{Itemlink|Ratchet}}&lt;br /&gt;
* {{Itemlink|Tango}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Brno LMG}}&lt;br /&gt;
* {{Itemlink|MG3-42}}&lt;br /&gt;
* {{Itemlink|N60 The Warthog}}&lt;br /&gt;
&lt;br /&gt;
== LMG feats ==&lt;br /&gt;
* [[Brute Aim]]&lt;br /&gt;
* [[Bullet Trance]]&lt;br /&gt;
* [[Concentrated Fire]]&lt;br /&gt;
* [[Full-Auto]]&lt;br /&gt;
* [[Gunner's High]]&lt;br /&gt;
* [[Heavy Metal]]&lt;br /&gt;
* [[Mag Dump]]&lt;br /&gt;
* [[Suppressive Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Heavy Guns| LMGs]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53394</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53394"/>
		<updated>2023-11-02T18:54:11Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Heavy Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[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.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Special grenades&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement (5-7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs and miniguns, they are fully focused on burst fire attacks and deal {{mechanical}} damage. Like other firearms, heavy guns can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst than other firearm types&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High reload AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots per burst increases with every attack as weapon revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Penalty to initiative&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High reload AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|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.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53393</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53393"/>
		<updated>2023-11-02T18:52:38Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Heavy Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[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.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Special grenades&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement (5-7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs and miniguns, they are fully focused on burst fire attacks and deal {{mechanical}} damage. Like other firearms, heavy guns can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst than other firearm types&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots per burst increases with every attack as weapon revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Penalty to initiative&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|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.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53390</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53390"/>
		<updated>2023-11-02T18:45:40Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Heavy Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[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.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Special grenades&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement (5-7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs and miniguns, they are fully focused on burst fire attacks and deal {{mechanical}} damage. Like other firearms, heavy guns can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst than other firearm types&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots per burst increases with every attack as weapon revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|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.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53389</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53389"/>
		<updated>2023-11-02T18:42:39Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Heavy Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[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.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Special grenades&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement (5-7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs and miniguns, they are fully focused on burst fire attacks and deal {{mechanical}} damage. Like other firearms, heavy guns can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst than other firearm types&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots per burst increases with every attack as weapon revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|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.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53385</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53385"/>
		<updated>2023-11-02T18:27:53Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: /* Heavy Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[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.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Specialist grenades&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs and miniguns, they deal {{mechanical}} damage and can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst than other firearm types&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots per burst increases with every attack as weapon revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (10+)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|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.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53384</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=53384"/>
		<updated>2023-11-02T18:24:30Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: Added Heavy Duty weapons, made some other minor edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[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.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Specialist grenades&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs and miniguns, they deal {{mechanical}} damage and can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots per burst increases with every attack as weapon revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (10+)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;17%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|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.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Weapons_navbox&amp;diff=53378</id>
		<title>Template:Weapons navbox</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Weapons_navbox&amp;diff=53378"/>
		<updated>2023-11-02T16:44:14Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name   = Weapons navbox&lt;br /&gt;
|title  = [[Weapons]]&lt;br /&gt;
|image  = [[Image:Steel Crowbar.png|link=]]&lt;br /&gt;
|state  = {{#switch:{{{1}}}|collapsed=mw-collapsible mw-collapsed|#default=}}&lt;br /&gt;
&lt;br /&gt;
|group1 = Firearms&lt;br /&gt;
|list1  = [[Hawker]] • [[Hammerer]] • [[Neo Luger]] • [[Falchion]] — [[Jaguar]] • [[Steel Cat]] • [[Jackrabbit]] • [[Impala]] — [[Marauder]] • [[Huszar]] • [[Hornet]] • [[Chimera]] — [[Corsair]] • [[Harbinger]] • [[Reaper]] • [[Spearhead]] — [[Rebel]]{{expedition-inline}} • [[Vindicator]]{{expedition-inline}} • [[Vagabond]]{{expedition-inline}} — [[Sovereign]]{{expedition-inline}} • [[Despot]]{{expedition-inline}} • [[Tyranny]]{{expedition-inline}} — [[Petard]]{{heavyduty-inline}} • [[Tsar]]{{heavyduty-inline}} • [[Mangonel]]{{heavyduty-inline}} • [[Onager]]{{heavyduty-inline}} — [[Ratchet]]{{heavyduty-inline}} • [[Grudge]]{{heavyduty-inline}} • [[Tango]]{{heavyduty-inline}} • [[Guardian]]{{heavyduty-inline}} — [[Barbarian]]{{heavyduty-inline}} • [[Destroyer]]{{heavyduty-inline}} • [[Predator]]{{heavyduty-inline}} • [[Terminator]]{{heavyduty-inline}}&lt;br /&gt;
&lt;br /&gt;
|group2 = Other&amp;amp;nbsp;guns&lt;br /&gt;
|list2  = [[Acid Blob Pistol]] • [[Cryoliquid Blob Pistol]] • [[Incendiary Blob Pistol]] — [[Electroshock Pistol]] • [[Laser Pistol]] • [[Plasma Pistol]]&lt;br /&gt;
&lt;br /&gt;
|group3 = Throwing&lt;br /&gt;
|list3  = [[Caltrops]] • [[Flare]] • [[Throwing Net]] • [[Barbed Throwing Net]] • [[Throwing Knife|Throwing Knives]] • [[Shock Shuriken|Shock Shurikens]] • [[Acid]] • [[Corrosive Acid]] • [[Rusting Acid]] — [[Nail Bomb]] • [[Frag Grenade]]s • [[HE Grenade]]s • [[Incendiary Grenade]]s • [[Plasma Grenade]]s{{expedition-inline}} — [[EMP Grenade]]s • [[Gas Grenade]]s • [[Flashbang]] • [[Chemhaze Grenade]] • [[Stingball Grenade]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group4 = Crossbows&lt;br /&gt;
|list4  = [[Zephyr]] • [[Hurricane]] • [[Tornado]] • [[Monsoon]] • [[Cyclon]]&lt;br /&gt;
&lt;br /&gt;
|group5 = Melee&lt;br /&gt;
|list5  = [[Unarmed]] — [[Boxing Gloves]] • [[Brass Knuckles]] • [[Combat Gloves]] — [[Knife Thrower's Glove]] — [[Combat Knife]] • [[Dagger]] • [[Serrated Knife]] • [[Shiv]] • [[Boning Knife]] — [[Curved Machete]]{{expedition-inline}} • [[Machete]]{{expedition-inline}} — [[Spear]]{{expedition-inline}} • [[Javelin]]{{expedition-inline}} — [[Sledgehammer]] — [[Steel Crowbar|Crowbar]] • [[Rolling Pin]] — [[Claws]]&lt;br /&gt;
&lt;br /&gt;
|group6 = Traps&lt;br /&gt;
|list6  = [[Acid Blob Trap]]s ([[Rusting Acid Blob Trap|Rusting]]{{expedition-inline}}, [[Corrosive Acid Blob Trap|Corrosive]]) • [[Cryoliquid Blob Trap]]s • [[Incendiary Blob Trap]]s — [[Bear Trap]]s • [[EMP Mine]]s • [[Frag Mine]]s • [[HE Mine]]s • [[Plasma Mine]]s{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group7 = Unique guns&lt;br /&gt;
|list7  = [[Bieretta 99]] • [[Glück 17]] • [[TT 3000]] • [[W&amp;amp;S .44 Magnum]] • [[Wasteland Hawk]] • [[ZC 99]] — [[XAL-001 Pistol]] • [[Phase Gun]] • [[Lemurian Blaster]]{{expedition-inline}} • [[Sonocaster]]{{expedition-inline}} • [[The Stunner]]{{heavyduty-inline}} — [[K&amp;amp;H MP6]] • [[Mini-Izu]] • [[NF R90]] • [[Syg MPX]] • [[Tommy Gun]] • [[RRCh-42]]{{expedition-inline}} — [[AKX]] • [[K&amp;amp;H KH416]] • [[N16]] • [[NF F2500]] • [[Steyr-Auch]] — [[AFW]] • [[Black Arrow]] • [[Dragunov]] — [[Shoddy Shotgun]]{{expedition-inline}} • [[Double-barreled Shotgun]]{{expedition-inline}} — [[Salvation-13]]{{expedition-inline}} • [[Rancor]]{{expedition-inline}} — [[Thumper]]{{heavyduty-inline}} • [[Milcore MGL]]{{heavyduty-inline}} • [[Punisher]]{{heavyduty-inline}} — [[Brno LMG]]{{heavyduty-inline}} • [[MG3-42]]{{heavyduty-inline}} • [[N60 The Warthog]]{{heavyduty-inline}} — [[GlaShaG-9]]{{heavyduty-inline}} — [[Fusion Cannon]]{{heavyduty-inline}}&lt;br /&gt;
&lt;br /&gt;
|group8 = Unique&amp;amp;nbsp;other&lt;br /&gt;
|list8  = [[Jawbone]] • [[Needler]] — [[Power Fist]] • [[Ripper's Glove]] • [[The Claw]] • [[Spiked Chrome Brass Knuckles]] • [[Remote Control Energizer Glove]] — [[Bone Handle Knife]] • [[Butcher's Cleaver]] • [[Dehumanizer]] • [[Jackknife]] • [[Kohlmeier's Lucky Knife]] • [[Kukri]] • [[Wicked Hook]] — [[Balor's Hammer]] • [[Mind Cracker]] • [[Quake]] — [[Claymore]]{{expedition-inline}} • [[Chainsword]]{{expedition-inline}} • [[Captain's Cutlass]]{{expedition-inline}} • [[Red Dragon]]{{expedition-inline}} — [[The Glaive]]{{expedition-inline}} • [[Lemurian Spear]]{{expedition-inline}} • [[Rust Maker]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
|group9 = Sørmirbæren{{expedition-inline}}&lt;br /&gt;
| list9 = [[Sørmirbæren Crossbow|Crossbow]] • [[Sørmirbæren Knife|Knife]] • [[Sørmirbæren Sabre|Sabre]] • [[Sørmirbæren Sledgehammer|Sledgehammer]] • [[Sørmirbæren Spear|Spear]] • [[Sørmirbæren Skærder Knife|Skærder Knife]] • [[Sørmirbæren Skærder Sword|Skærder Sword]] • [[Sørmirbæren Skærder Spear|Skærder Spear]] • [[Sørmirbæren Skærder Sledgehammer|Skærder Sledgehammer]] • [[Sørmirbæren Staff-spear|Staff-spear]] • [[Sørmirbæren Spirit Staff|Spirit Staff]] — [[Black Blade]] • [[Barbaton]] • [[Høddurform]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Rathound_King&amp;diff=52509</id>
		<title>Rathound King</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Rathound_King&amp;diff=52509"/>
		<updated>2023-03-16T19:59:20Z</updated>

		<summary type="html">&lt;p&gt;Hazardo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Rathound King&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = rhk_l.png&lt;br /&gt;
| background = &lt;br /&gt;
| level      = 20&lt;br /&gt;
| health     = 450&lt;br /&gt;
| image      = Rathound King.png&lt;br /&gt;
| faction    = Rathounds&lt;br /&gt;
| roles      = &lt;br /&gt;
| location   = [[Rathound King Lair]]&amp;lt;br&amp;gt;{{spoiler|[[Rathound Lair (Deep Caverns)]]}}&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = [[Rathound Regalia]]&amp;lt;br&amp;gt;[[Rathound King's head]]&amp;lt;br&amp;gt;[[Jawbone]]&amp;lt;br&amp;gt;[[Rathound King's Key]]&lt;br /&gt;
| abilities  = Immune to [[fear]]&amp;lt;br&amp;gt;[[Aimed Shot]]&amp;lt;br&amp;gt;[[Conditioning]]&amp;lt;br&amp;gt;[[Kneecap Shot]]&amp;lt;br&amp;gt;[[Marksman]]&amp;lt;br&amp;gt;[[Quick Pockets]]&amp;lt;br&amp;gt;[[Recklessness]]&amp;lt;br&amp;gt;[[Sharpshooter]]&amp;lt;br&amp;gt;[[Sprint]]&amp;lt;br&amp;gt;[[Trap Expert]]&amp;lt;br&amp;gt;[[Snipe]]&amp;lt;br&amp;gt;[[Cut-Throat]]&amp;lt;br&amp;gt;[[Yell]]&lt;br /&gt;
| &lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| range        = &lt;br /&gt;
| initiative = 23&lt;br /&gt;
| mechanical   = 25% / 5 &lt;br /&gt;
| cold         = 10% / 5 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Rathound King]] is a savage, tall, muscular man wearing rathound skin. He holds some power over [[rathound]]s and commands them. He is also an expert trapper, and the way to [[Rathound King Lair|his lair]] is indeed well-trapped. He and his rathounds have been invading [[Camp Hathor]]'s hunting grounds for years.&lt;br /&gt;
&lt;br /&gt;
Rathound King is a &amp;quot;boss&amp;quot; character, and on DOMINATING difficulty will appear with 400% of his regular health.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
While Rathound King is a savage, he can still be reasoned with. Or maybe he's just bored and doesn't get many visitors. Either way, he's willing to talk. &lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, he doesn't like rathound related jokes too much.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Kill the Rathound King]]: Edgar wants you to kill him.&lt;br /&gt;
* [[Kidnap Sarine]]: He wants you to kidnap Sarine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Bosses]]&lt;br /&gt;
[[Category: Global entities]]&lt;/div&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
</feed>