Difference between revisions of "Weapons"
m |
|||
(37 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
− | {{for|a complete list of weapon variations|:Category:Weapons}} | + | {{for|a complete list of weapon (item) variations|:Category:Weapons}} |
− | = Types = | + | == Types == |
− | Weapons in Underrail are split into | + | '''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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | [[ | + | : [[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}}. |
+ | : [[Heavy Guns]]{{heavyduty-inline}} are divided into two classes, light machine guns and miniguns. | ||
+ | : [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools. | ||
+ | : [[Crossbows]] have no subcategories, but can use a wide variety of special bolts. | ||
+ | : [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill. | ||
+ | : [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill. | ||
+ | : [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them. | ||
+ | : [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection. | ||
+ | : [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes. | ||
+ | : [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways. | ||
− | + | [[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 (feat)|Gunslinger]] only affects firearm-type pistols, [[Spec Ops]] affects SMG burst attacks and flashbangs.'' | |
− | |||
− | |||
− | |||
− | === [[File:Pistol.png|25px|link=]] Pistols === | + | === Guns === |
− | {{ | + | {{main|Guns}} |
+ | |||
+ | 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. | ||
+ | |||
+ | {| class="wikitable" width="100%" | ||
+ | |- | ||
+ | !colspan="5"| Firearms | ||
+ | |- | ||
+ | !width="20%"| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]] | ||
+ | !width="20%"| [[File:smg.png|25px|link=SMGs]] [[SMGs]] | ||
+ | !width="20%"| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]] | ||
+ | !width="20%"| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]] | ||
+ | !width="20%"| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}} | ||
+ | |||
+ | |- valign="top" | ||
+ | | | ||
* Only firearm with no skill requirement (any character can be fairly efficient with it) | * Only firearm with no skill requirement (any character can be fairly efficient with it) | ||
* Light weapon (dexterity reduces AP cost) | * Light weapon (dexterity reduces AP cost) | ||
+ | * Loud, but low calibers can be silenced | ||
* AP cost and damage vary greatly with caliber | * AP cost and damage vary greatly with caliber | ||
* No moving penalty (can move and shoot without precision penalty) | * No moving penalty (can move and shoot without precision penalty) | ||
* No melee penalty (enemies in melee range do not reduce your precision) | * No melee penalty (enemies in melee range do not reduce your precision) | ||
− | * Low-medium range | + | * Short-medium range |
+ | | | ||
+ | * Single and burst fire | ||
+ | * Light weapon (dexterity reduces AP cost) | ||
+ | * Loud, but low calibers can be silenced | ||
+ | * No moving penalty | ||
+ | * No melee penalty | ||
+ | * Medium range | ||
+ | * Very low AP cost burst firing compared to assault rifles | ||
+ | * Moderate skill requirement | ||
+ | | | ||
+ | * Single and burst fire | ||
+ | * Slight moving penalty | ||
+ | * No melee penalty | ||
+ | * Long range | ||
+ | * High damage output, especially with short range burst | ||
+ | * Very loud | ||
+ | * High skill requirement | ||
+ | * Moderate strength requirement (6-7) | ||
+ | | | ||
+ | * Powerful single shot attack, great against armored targets | ||
+ | * High moving and melee penalties | ||
+ | * Longest range | ||
+ | * High damage output (especially from stealth) | ||
+ | * High precision when firing without interference | ||
+ | * Very loud | ||
+ | * High skill requirement | ||
+ | * Low strength requirement (5) | ||
+ | | | ||
+ | * Strong single shot attack firing multiple pellets at once | ||
+ | * Can hit several targets with one shell | ||
+ | * Combat shotguns can burst fire | ||
+ | * No moving or melee penalties | ||
+ | * Short-medium range | ||
+ | * High damage output against individual targets up close | ||
+ | * Accuracy drops sharply with distance | ||
+ | * Very loud | ||
+ | * Low-moderate strength requirement (5-6) | ||
+ | |} | ||
+ | |||
+ | {| class="wikitable" width="100%" | ||
+ | |- | ||
+ | !colspan="3"| Other guns | ||
+ | |- | ||
+ | !width="33%"| | ||
+ | [[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]] | ||
+ | !width="33%"| | ||
+ | [[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]] | ||
+ | !width="33%"| | ||
+ | [[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}} | ||
− | = | + | |- valign="top" |
+ | | | ||
* Lower damage potential than an average firearm of the same quality | * Lower damage potential than an average firearm of the same quality | ||
* Light weapon (dexterity reduces AP cost) | * Light weapon (dexterity reduces AP cost) | ||
− | * | + | * Short-medium range |
* Increased precision compared to firearms | * Increased precision compared to firearms | ||
* Special damage types and effects | * Special damage types and effects | ||
Line 35: | Line 102: | ||
* Very expensive | * Very expensive | ||
* Uses energy rather than ammunition (charged from batteries) | * Uses energy rather than ammunition (charged from batteries) | ||
− | + | | | |
− | |||
* Similar to other pistols | * Similar to other pistols | ||
* Light weapon (dexterity reduces AP cost) | * Light weapon (dexterity reduces AP cost) | ||
+ | * Short range | ||
* Special damage types and on-hit effects | * Special damage types and on-hit effects | ||
* Slower projectiles allow easier energy shield penetration | * Slower projectiles allow easier energy shield penetration | ||
* Very rare | * Very rare | ||
* Uses special chemical vials as ammo | * Uses special chemical vials as ammo | ||
+ | | | ||
+ | * Strong area of effect explosive damage, devastating against groups of enemies | ||
+ | ** Frag grenades | ||
+ | ** HE grenades | ||
+ | ** Special grenades | ||
+ | * Can target tiles as well as specific enemies | ||
+ | * Medium-long range | ||
+ | * Extremely loud | ||
+ | * High skill requirement | ||
+ | * Moderate to high strength requirement (5-8) | ||
+ | |} | ||
+ | |||
+ | === Heavy Guns {{heavyduty-inline|Heavy Duty}} === | ||
+ | {{main|Heavy Guns}} | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {| class="wikitable" width="100%" | ||
+ | |- | ||
+ | ! [[File:LMG.png|25px|link=LMGs]] [[LMGs]] | ||
+ | ! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]] | ||
− | + | |- valign="top" | |
− | + | | | |
− | * | + | * Burst fire only |
− | * | + | * More shots per burst than other firearm types |
− | * | + | * Lower AP cost than most assault rifle burst attacks |
+ | * Moderate to high moving penalty | ||
+ | * No melee penalty | ||
+ | * Medium-long range | ||
+ | * Very high damage output, especially at short and medium range | ||
+ | * Accuracy drops off sharply past medium range | ||
+ | * High reload AP cost | ||
+ | * Very loud | ||
+ | * High strength requirement (7-10) | ||
+ | | | ||
+ | * Burst fire only | ||
+ | * Fewer shots per burst initially | ||
+ | * Number of shots increases, and AP cost decreases as it revs up | ||
+ | * High AP cost | ||
+ | * Moderate to high moving penalty | ||
* No melee penalty | * No melee penalty | ||
− | * Medium range | + | * Penalty to initiative |
− | * | + | * Medium-long range |
− | * | + | * Potentially extremely high damage output in long battles, especially at short and medium range |
+ | * Accuracy drops off sharply past medium range | ||
+ | * High reload AP cost | ||
+ | * Very loud | ||
+ | * Very high strength requirement (9-14) | ||
+ | |} | ||
− | === | + | === Throwing === |
− | {{main| | + | {{main|Throwing}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | 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. | |
− | {{ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | + | {| class="wikitable" width="100%" |
− | == Throwing == | + | |- |
− | + | !width="25%"| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]] | |
− | [[File: | + | !width="25%"| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades |
+ | !width="25%"| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades | ||
+ | !width="25%"| [[File:Caltrops.png|25px|link=]] Misc. throwing | ||
− | + | |- valign="top" | |
− | * Cheap throwing knives allow limited use as primary | + | | |
− | * Powerful | + | * Cheap throwing knives allow limited use of throwing as primary means of offense |
− | * | + | * Damage increases with user's throwing skill |
− | * | + | * Can be poisoned for further utility |
+ | * Silent | ||
+ | | | ||
+ | * Powerful area of effect damage | ||
+ | * Extremely loud | ||
+ | ** Frag grenades | ||
+ | ** HE grenades | ||
+ | ** Incendiary grenades | ||
+ | ** Plasma grenades {{expedition-inline|Expedition}} | ||
+ | | | ||
+ | * Special purpose grenades | ||
+ | ** Flashbangs | ||
+ | ** Stingball grenades {{expedition-inline|Expedition}} | ||
+ | ** EMP grenades | ||
+ | ** Gas grenades | ||
+ | | | ||
+ | * Caltrops to slow down enemy movement | ||
+ | ** Can be poisoned for further utility | ||
+ | * Throwing nets for entangling enemies | ||
+ | * Flares for lighting areas up and detecting prowlers | ||
+ | |} | ||
− | == Crossbows == | + | === Crossbows === |
− | + | 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. | |
− | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]] | ||
+ | |- | ||
+ | | | ||
* Versatile weapon | * Versatile weapon | ||
+ | * Silent weapon | ||
* Medium-high range | * Medium-high range | ||
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | * Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | ||
* Slower projectiles allow easier energy shield penetration | * Slower projectiles allow easier energy shield penetration | ||
− | |||
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc) | * Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc) | ||
− | + | |} | |
− | == Melee == | + | === Melee === |
{{main|Melee}} | {{main|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 | + | 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. |
− | === [[File:Unarmed.png|25px|link=]] Unarmed === | + | {| class="wikitable" width="100%" |
− | + | |- | |
− | + | !width="15%"| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]] | |
− | + | !width="14%"| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]] | |
− | + | !width="14%"| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]] | |
− | + | !width="14%"| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}} | |
+ | !width="14%"| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}} | ||
+ | !width="14%"| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]] | ||
+ | !width="15%"| [[File:Steel Crowbar.png|25px|link=]] [[Crowbars]] | ||
− | = | + | |- valign="top" |
− | * | + | | |
+ | * Light "weapon" (dexterity reduces AP cost) | ||
+ | * {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}} | ||
+ | * Base damage increases with character level and strength | ||
+ | * Silent | ||
+ | * Can be enhanced with psychokinesis psionic powers | ||
+ | * Incurs 140% increased mechanical damage resistance (harder to penetrate armor) | ||
+ | * Bypasses 100% of energy shielding (very low impact speeds are harder to shield against) | ||
+ | | | ||
* Light weapon (dexterity reduces AP cost) | * Light weapon (dexterity reduces AP cost) | ||
+ | * Silent | ||
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage | * Overcomes some of unarmed weaknesses such as lack of AoE and burst damage | ||
− | * Incurs | + | * Incurs 140% increased mechanical damage resistance (harder to penetrate armor) |
− | * Bypasses 80% of | + | * Bypasses 80% of energy shielding (very low impact speeds are harder to shield against) |
− | + | | | |
− | |||
− | |||
* Light weapon (dexterity reduces AP cost) | * Light weapon (dexterity reduces AP cost) | ||
+ | * Silent | ||
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | * Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | ||
− | * Bypasses 60-75% of | + | * Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against) |
− | + | | | |
− | + | * Low-moderate strength requirement (4-7) | |
+ | High risk high reward weapon, relies on the user keeping up the offensive: | ||
+ | * [[Carved Up|Carves up]] living targets | ||
+ | * Capable of high damage output | ||
+ | * Suffers greatly from a single miss when using Flurry | ||
+ | | | ||
+ | * Moderate strength requirement (6-7) | ||
+ | Versatile offense/defense: | ||
+ | * Ignores 25% of mechanical damage resistance of organic targets (piercing) | ||
+ | * Block with [[Spear Guard]] | ||
+ | * Can be thrown for ranged damage | ||
+ | * Area of effect damage potential | ||
+ | | | ||
+ | * High strength requirement (8-9) | ||
* High damage per hit (especially in hands of a strong character) | * High damage per hit (especially in hands of a strong character) | ||
− | * | + | * Noisy, depending on what it hits |
− | * Ignores mechanical damage threshold ( | + | * Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor) |
* 10-15% chance to stun target on hit | * 10-15% chance to stun target on hit | ||
+ | | | ||
+ | * Low damage | ||
+ | * Not craftable | ||
+ | * Virtually indestructible | ||
+ | * Common crowbars can use [[Force Ventilation Shaft]] ability | ||
+ | * Can be enhanced with [[Firecracker Cap]]s and [[CACS]] | ||
+ | |} | ||
− | == Traps == | + | === Traps === |
− | {{ | + | 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. |
− | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]] | ||
+ | |- | ||
+ | | | ||
* Must be usually placed before combat | * Must be usually placed before combat | ||
* Also helps detect, disarm and collect enemy traps | * Also helps detect, disarm and collect enemy traps | ||
Line 136: | Line 289: | ||
* Powerful AoE damage (explosive mines) | * Powerful AoE damage (explosive mines) | ||
* Provides utility (bear traps, chemical traps) | * Provides utility (bear traps, chemical traps) | ||
− | * | + | * Bear traps can be poisoned for further utility |
|} | |} | ||
− | = Variations = | + | === Psi abilities === |
− | Most weapon models exist in a wide range of different variations. | + | {{main|Psi abilities}} |
+ | 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%. | ||
+ | |||
+ | == Variations == | ||
+ | Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist. | ||
− | Weapon variations can be either [[ | + | 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. |
=== Quality === | === 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. | + | 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. |
=== Base AP cost === | === Base AP cost === | ||
− | The base action point cost of weapons is generally proportional to how much damage the weapon deals with a single attack. Each point of | + | 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. |
− | See [[Dexterity]] for | + | See [[Dexterity]] for details on dexterity AP cost reductions. |
− | = Durability = | + | == Durability == |
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. | 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. | ||
+ | |||
+ | == Noise == | ||
+ | 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. | ||
+ | |||
+ | 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. | ||
+ | {{Weapon types navbox}} | ||
{{Weapons navbox}} | {{Weapons navbox}} | ||
− | [[Category:Items]] | + | [[Category:Items| Weapons]] |
− | [[Category:Weapons| | + | [[Category:Weapons| Weapons]] |
Latest revision as of 18:38, 7 August 2024
- For a complete list of weapon (item) variations, see Category:Weapons.
Types
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.
- Guns include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns E and grenade launchers HD.
- Heavy Guns HD are divided into two classes, light machine guns and miniguns.
- Throwing utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.
- Crossbows have no subcategories, but can use a wide variety of special bolts.
- Melee weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.
- Traps are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.
- Thought Control psionic abilities affect the minds of living targets to damage and control them.
- Psychokinesis psionic abilities consist of telekinetic manipulation and electricity projection.
- Metathermics psionic abilities control temperature, creating fire and ice for various purposes.
- Temporal Manipulation E psionic abilities manipulate time in different ways.
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.
Guns
- Main article: Guns
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.
Firearms | ||||
---|---|---|---|---|
Pistols | SMGs | Assault Rifles | Sniper Rifles | Shotguns Expedition |
|
|
|
|
|
Other guns | ||
---|---|---|
|
|
|
Heavy Guns Heavy Duty
- Main article: Heavy Guns
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.
LMGs | Miniguns |
---|---|
|
|
Throwing
- Main article: Throwing
Throwing items are 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.
Throwing knives | Standard grenades | Special grenades | Misc. throwing |
---|---|---|---|
|
|
|
|
Crossbows
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to 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.
Crossbows |
---|
|
Melee
- Main article: Melee
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.
Unarmed | Fist weapons | Knives | Swords Expedition | Spears Expedition | Sledgehammers | Crowbars |
---|---|---|---|---|---|---|
|
|
|
High risk high reward weapon, relies on the user keeping up the offensive:
|
Versatile offense/defense:
|
|
|
Traps
Traps are 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.
Traps |
---|
|
Psi abilities
- Main article: Psi abilities
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%.
Variations
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.
Weapon variations can be either 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.
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 craftable 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. Feats can also decrease or increase AP costs for certain weapons and actions.
See Dexterity for details on dexterity AP cost reductions.
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.
Noise
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.
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.
|