Difference between revisions of "Weapons"
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[[Feats]] often enhance or work with only some types of weapons, ''e.g. [[Snipe]] requires a crossbow or sniper rifle, [[Lightning Punches]] works with unarmed and fist weapons, [[Gunslinger]] only affects pistols (this includes chemical and energy pistols), [[Spec Ops]] affects SMG burst attacks and flashbangs.'' | [[Feats]] often enhance or work with only some types of weapons, ''e.g. [[Snipe]] requires a crossbow or sniper rifle, [[Lightning Punches]] works with unarmed and fist weapons, [[Gunslinger]] only affects pistols (this includes chemical and energy pistols), [[Spec Ops]] affects SMG burst attacks and flashbangs.'' | ||
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+ | |valign="top" width="50%"| | ||
== Guns == | == Guns == | ||
Guns includes all the different types of firearms plus chemical/energy pistols (and rifles in future versions). All firearms deal {{mechanical}} damage, but can use various types of [[Ammo]], such as armor-piercing. Chemical and energy weapons increase the versatility of guns with special attacks and damage types. Pistols have the advantage of having no skill requirement, so everyone can use them to some effect. | Guns includes all the different types of firearms plus chemical/energy pistols (and rifles in future versions). All firearms deal {{mechanical}} damage, but can use various types of [[Ammo]], such as armor-piercing. Chemical and energy weapons increase the versatility of guns with special attacks and damage types. Pistols have the advantage of having no skill requirement, so everyone can use them to some effect. | ||
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* High precision when firing without interference | * High precision when firing without interference | ||
− | == [[File:Items_explosives_frag_grenade1.png|25px|link=]] | + | |valign="top" width="50%"| |
+ | == Throwing == | ||
+ | [[File:Items_explosives_frag_grenade1.png|25px|link=]] | ||
Throwing weapons are combat utilities that can bring powerful area of effect damage and plenty of utility. While throwing is a support weapon skill, throwing knives can be used as cheap means of primary offense. | Throwing weapons are combat utilities that can bring powerful area of effect damage and plenty of utility. While throwing is a support weapon skill, throwing knives can be used as cheap means of primary offense. | ||
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* Some weapons can be poisoned for further utility | * Some weapons can be poisoned for further utility | ||
− | == [[File:Crossbow.png|25px|link=]] | + | == Crossbows == |
+ | [[File:Crossbow.png|25px|link=]] | ||
Crossbows are perhaps the most versatile of physical weapons (second only to [[Psi abilities|psionics]]) thanks to the wide variety of special bolts and their low impact speed helps against energy shields. | Crossbows are perhaps the most versatile of physical weapons (second only to [[Psi abilities|psionics]]) thanks to the wide variety of special bolts and their low impact speed helps against energy shields. | ||
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* 10% chance to stun target on hit | * 10% chance to stun target on hit | ||
− | == [[File: | + | == Traps == |
+ | [[File:Beartrap1.png|25px|link=]] | ||
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. | 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. | ||
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* Provides utility (bear traps, acid entangling traps) | * Provides utility (bear traps, acid entangling traps) | ||
* Some weapons can be poisoned for further utility | * Some weapons can be poisoned for further utility | ||
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= Variations = | = Variations = |
Revision as of 22:26, 21 December 2014
- For a complete list of weapon variations, see Category:Weapons.
Types
Weapons in Underrail are split into 5 categories according to the skill they use: guns, throwing, crossbows, melee and also traps. Psi abilities can also be used as a primary means of offense, especially at higher levels.
- Guns are further split into pistols, SMGs, assault rifles and sniper rifles.
- Throwing weapons are further split into standard grenades, special grenades and other throwing weapons/tools.
- Crossbows have no subcategories, but can use a wide variety of special bolts.
- Melee weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
- Traps are supporting weapons, classified as a subterfuge skill rather than direct offensive skill.
Feats often enhance or work with only some types of weapons, e.g. Snipe requires a crossbow or sniper rifle, Lightning Punches works with unarmed and fist weapons, Gunslinger only affects pistols (this includes chemical and energy pistols), Spec Ops affects SMG burst attacks and flashbangs.
GunsGuns includes all the different types of firearms plus chemical/energy pistols (and rifles in future versions). All firearms deal Mechanical damage, but can use various types of Ammo, such as armor-piercing. Chemical and energy weapons increase the versatility of guns with special attacks and damage types. Pistols have the advantage of having no skill requirement, so everyone can use them to some effect. Pistols
Energy pistols
Chemical pistols
SMGs
Assault rifles
Sniper rifles
|
ThrowingThrowing weapons are combat utilities that can bring powerful area of effect damage and plenty of utility. While throwing is a support weapon skill, throwing knives can be used as cheap means of primary offense.
CrossbowsCrossbows are perhaps the most versatile of physical weapons (second only to psionics) thanks to the wide variety of special bolts and their low impact speed helps against energy shields.
MeleeMelee attacks have very low impact speed, which them exceptionally strong against energy shielding. Most melee weapons belong into one of the subcategories. Crowbar is currently the only exception to this. Unarmed
Fist weapons
Knives
Sledgehammers
TrapsTraps is a support skill that can be especially effective in combination with high stealth, allowing one to prepare the battlefield as they see fit.
|
Variations
Most weapon models exist in a wide range of different variations. Some unique weapons also exist.
Weapon variations can be either crafted from components, purchased from traders, found, stolen or looted from dead enemies. Only throwing weapons and traps have pre-defined varieties, others are random-generated. There are different calibers of most firearm models, different molds for knives and many enhancements such as extended magazines, foregrips, rifle scopes, crossbow speed reloaders and electroshock generators for melee weapons.
Quality
The damage and durability of weapons are determined by the quality of their base component (e.g. gun frame for firearms, metal plates for melee weapons). All crafted/generated weapon models vary in quality, making every weapon model potentially useful at any character level.
Base AP cost
The base action point cost of weapons is generally proportional to how much damage the weapon deals with a single attack. Each point of dexterity above 5 decreases AP cost of light weapons (pistols, SMGs, knives, unarmed and fist weapons) by 4% (additive) and the number is truncated down. Some feats also decrease AP costs for certain weapons and actions.
See Dexterity for complete chart of dexterity bonuses on different light weapons.
Weapon type (specific model) |
AP | AP cost (10 DEX) |
---|---|---|
5mm pistol | 16 | 12 |
7.62mm pistol | 20 | 16 |
9mm pistol | 25 | 20 |
.44 pistol | 32 | 25 |
Laser pistol | 22 | 17 |
Electroshock pistol | 25 | 20 |
Plasma pistol | 40 | 32 |
Acid blob pistol | 25 | 20 |
5mm SMG | 11 | 8 |
7.62mm SMG | 13 | 10 |
8.6mm SMG | 16 | 12 |
9mm SMG (H&K MP5) | 14 | 11 |
7.62mm assault rifle (Hornet) | 11 | 11 |
7.62mm assault rifle | 13 | 13 |
8.6mm assault rifle (Hornet) | 12 | 12 |
8.6mm assault rifle | 14 | 14 |
9mm assault rifle (Hornet) | 14 | 14 |
9mm assault rifle | 16 | 16 |
7.62mm sniper rifle (Dragunov) | 25 | 25 |
7.62mm sniper rifle (Spearhead) | 30 | 30 |
7.62mm sniper rifle | 35 | 35 |
8.6mm sniper rifle | 40 | 40 |
12.7mm sniper rifle | 45 | 45 |
Throwing weapons | 15 | 15 |
Caltrops | 20 | 20 |
Crossbow (Cyclon w/ pneumatic reloader) | 18 | 18 |
Crossbow (with pneumatic reloader) | 21 | 21 |
Crossbow (Cyclon) | 21 | 21 |
Crossbow | 25 | 25 |
Crossbow (special bolt attack) | 49 | 49 |
Unarmed | 12 | 9 |
Crowbar | 18 | 18 |
Fist weapon (leather) | 12 | 9 |
Fist weapon (metal) | 16 | 12 |
Knife (Jackknife) | 8 | 6 |
Knife (TiChrome) | 11 | 8 |
Knife | 12 | 9 |
Sledgehammer (TiChrome) | 22 | 22 |
Sledgehammer | 25 | 25 |
Durability
Since version 0.1.7.0, most weapons and armor have durability. This means you must periodically use repair kits to keep your gear in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a Degraded Weapon or Heavily Degraded Weapon and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. Zero durability weapons can still be repaired back to normal.