Difference between revisions of "Weapons"
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= Types = | = 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. | 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|Guns]] are further split into pistols, SMGs, assault rifles and sniper rifles. | + | : [[#Guns|Guns]] includes firearms, chemical weapons and energy weapons. They are further split into pistols, SMGs, assault rifles and sniper rifles. |
: [[#Throwing|Throwing]] weapons are further split into standard grenades, special grenades and other throwing weapons/tools. | : [[#Throwing|Throwing]] weapons are further split into standard grenades, special grenades and other throwing weapons/tools. | ||
: [[#Crossbows|Crossbows]] have no subcategories, but can use a wide variety of special bolts. | : [[#Crossbows|Crossbows]] have no subcategories, but can use a wide variety of special bolts. |
Revision as of 22:00, 25 November 2015
- For a complete list of weapon variations, see Category:Weapons.
Types
Weapons in Underrail are split into 5 categories according to the skill they use: guns, throwing, crossbows, melee and also traps. Psi abilities can also be used as a primary means of offense, especially at higher levels.
- Guns includes firearms, chemical weapons and energy weapons. They 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 potentially rifles in future versions).Verify All firearms deal Mechanical damage, but can use various types of Ammo, such as armor-piercing. Chemical and energy weapons increase the versatility of guns with special damage types and effects. Pistols have the advantage of having no skill requirement, so every character can use them to some effect. Pistols
Energy pistols
Chemical pistols
SMGs
Assault rifles
Sniper rifles
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Throwing
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.
Crossbows
Crossbows are perhaps the most versatile of physical weapons (second only to psionics) thanks to the wide variety of special bolts and their low impact speed helps against energy shields.
Melee
Melee attacks have very low impact speed, which them exceptionally strong against energy shielding. Melee offense can be increased by wearing spiked or bladed armor. Most melee weapons belong into one of the subcategories, Crowbar being the only exception. Unarmed
Fist weapons
Knives
Sledgehammers
Traps
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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Variations
Most weapon models exist in a wide range of different variations. Some unique weapons also exist.
Weapon variations can be either crafted from components, purchased from traders, found, stolen or looted from dead enemies. Only throwing weapons and traps have pre-defined varieties, others are randomly generated. There are different calibers of most firearm models, different molds for knives and many enhancements such as extended magazines, foregrips, rifle scopes, crossbow speed reloaders and electroshock generators for melee weapons.
Quality
The damage and durability of weapons are determined by the quality of their base component (e.g. gun frame for firearms, metal plates for melee weapons). All crafted/generated weapon models vary in quality, making every weapon model potentially useful at any character level.
Base AP cost
The base action point cost of weapons is generally proportional to how much damage the weapon deals with a single attack. Each point of dexterity above 5 decreases AP cost of light weapons (pistols, SMGs, knives, unarmed and fist weapons) by 4% (additive) and the number is truncated, not rounded. Feats can also decrease or increase AP costs for certain weapons and actions.
See Dexterity for a chart of dexterity bonuses on different light weapons.
Durability
Since version 0.1.7.0, most weapons and armor have durability. You must either buy or craft repair kits that can be used to keep your equipment in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a Degraded Weapon or Heavily Degraded Weapon and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. Zero durability weapons can still be repaired back to normal.