Difference between revisions of "Weapons"

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{{for|a complete list of weapon variations|:Category:Weapons}}
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{{for|a complete list of weapon (item) variations|:Category:Weapons}}
  
= Types =
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== 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.
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'''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|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.
 
: [[#Crossbows|Crossbows]] have no subcategories, but can use a wide variety of special bolts.
 
: [[#Melee|Melee]] weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
 
: [[#Traps|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.''
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: [[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}}.
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: [[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.
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: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.
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: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.
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: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.
  
{|
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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 (feat)|Gunslinger]] only affects firearm-type pistols, [[Spec Ops]] affects SMG burst attacks and flashbangs.''
|valign="top" width="50%" style="padding-right:20px;"|
 
== Guns ==
 
Guns 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.
 
  
=== [[File:Pistol.png|25px|link=]] Pistols ===
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=== Guns ===
{{main|Pistols}}
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{{main|Guns}}
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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.
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 +
{| class="wikitable" width="100%"
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|-
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!colspan="5"| Firearms
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|-
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!width="20%"| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]
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!width="20%"| [[File:smg.png|25px|link=SMGs]] [[SMGs]]
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!width="20%"| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]
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!width="20%"| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]
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!width="20%"| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}
 +
 
 +
|- valign="top"
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|
 
* 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
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* Short-medium range
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|
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* Single and burst fire
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* Light weapon (dexterity reduces AP cost)
 +
* Loud, but low calibers can be silenced
 +
* No moving penalty
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* No melee penalty
 +
* Medium range
 +
* Very low AP cost burst firing compared to assault rifles
 +
* Moderate skill requirement
 +
|
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* Single and burst fire
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* Slight moving penalty
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* No melee penalty
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* Long range
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* High damage output, especially with short range burst
 +
* Very loud
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* High skill requirement
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* Moderate strength requirement (6-7)
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|
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* Powerful single shot attack, great against armored targets
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* High moving and melee penalties
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* Longest range
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* High damage output (especially from stealth)
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* High precision when firing without interference
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* Very loud
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* High skill requirement
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* Low strength requirement (5)
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|
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* Strong single shot attack firing multiple pellets at once
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* Can hit several targets with one shell
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* Combat shotguns can burst fire
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* No moving or melee penalties
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* Short-medium range
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* High damage output against individual targets up close
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* Accuracy drops sharply with distance
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* Very loud
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* Low-moderate strength requirement (5-6)
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|}
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{| class="wikitable" width="100%"
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|-
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!colspan="3"| Other guns
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|-
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!width="33%"|
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[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]
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!width="33%"|
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[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]
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!width="33%"|
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[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}
  
==== [[File:PlasmaPistol.png|25px|link=]] Energy pistols ====
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|- valign="top"
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|
 
* 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)
* Low-medium range
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* Short-medium range
 
* Increased precision compared to firearms
 
* Increased precision compared to firearms
 
* Special damage types and effects
 
* Special damage types and effects
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* Very expensive
 
* Very expensive
 
* Uses energy rather than ammunition (charged from batteries)
 
* Uses energy rather than ammunition (charged from batteries)
 
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|
==== [[File:Acid Blob Pistol.png|25px|link=]] Chemical pistols ====
 
 
* 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
 +
|
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* Strong area of effect explosive damage, devastating against groups of enemies
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** Frag grenades
 +
** HE grenades
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** Special grenades
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* Can target tiles as well as specific enemies
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* Medium-long range
 +
* Extremely loud
 +
* High skill requirement
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* Moderate to high strength requirement (5-8)
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|}
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=== Heavy Guns {{heavyduty-inline|Heavy Duty}} ===
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{{main|Heavy Guns}}
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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.
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{| class="wikitable" width="100%"
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|-
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! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]
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! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]
  
=== [[File:smg.png|25px|link=]] SMGs ===
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|- valign="top"
{{main|SMGs}}
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|
* Single and burst fire
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* Burst fire only
* Light weapon (dexterity reduces AP cost)
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* More shots per burst than other firearm types
* No moving penalty
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* Lower AP cost than most assault rifle burst attacks
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* Moderate to high moving penalty
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* No melee penalty
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* Medium-long range
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* Very high damage output, especially at short and medium range
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* Accuracy drops off sharply past medium range
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* High reload AP cost
 +
* Very loud
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* High strength requirement (7-10)
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|
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* Burst fire only
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* Fewer shots per burst initially
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* Number of shots increases, and AP cost decreases as it revs up
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* High AP cost
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* Moderate to high moving penalty
 
* No melee penalty
 
* No melee penalty
* Medium range
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* Penalty to initiative
* Very low AP cost burst firing compared to assault rifles
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* Medium-long range
* Moderate skill requirement
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* Potentially extremely high damage output in long battles, especially at short and medium range
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* Accuracy drops off sharply past medium range
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* High reload AP cost
 +
* Very loud
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* Very high strength requirement (9-14)
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|}
  
=== [[File:AssaultRifle.png|25px|link=]] Assault rifles ===
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=== Throwing ===
{{main|Assault Rifles}}
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{{main|Throwing}}
* Single and burst fire
 
* Slight moving penalty
 
* No melee penalty
 
* Medium-high range
 
* High damage output, especially with short range burst
 
* High skill requirement
 
* Moderate strength requirement (6-7)
 
  
=== [[File:Sniper.png|25px|link=]] Sniper rifles ===
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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.
{{main|Sniper Rifles}}
 
* Powerful single shot attack, great against armored targets
 
* High moving and melee penalties
 
* Highest range
 
* High skill requirement
 
* High damage output (especially from stealth)
 
* Low strength requirement (5)
 
* High precision when firing without interference
 
  
|valign="top" width="50%"|
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{| class="wikitable" width="100%"
== Throwing ==
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|-
{{main|Throwing}}
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!width="25%"| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]
[[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.
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!width="25%"| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades
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!width="25%"| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades
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!width="25%"| [[File:Caltrops.png|25px|link=]] Misc. throwing
  
* Support skill rather than primary weapon skill
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|- valign="top"
* Cheap throwing knives allow limited use as primary weapon
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|
* Powerful AoE damage (explosive grenades)
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* Cheap throwing knives allow limited use of throwing as primary means of offense
* Provides utility (flashbangs, throwing nets, flares, caltrops, etc)
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* Damage increases with user's throwing skill
* Some weapons can be poisoned for further utility
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* Can be poisoned for further utility
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* Silent
 +
|
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* Powerful area of effect damage
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* Extremely loud
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** Frag grenades
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** HE grenades
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** Incendiary grenades
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** Plasma grenades {{expedition-inline|Expedition}}
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|
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* Special purpose grenades
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** Flashbangs
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** Stingball grenades {{expedition-inline|Expedition}}
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** EMP grenades
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** Gas grenades
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|
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* Caltrops to slow down enemy movement
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** Can be poisoned for further utility
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* Throwing nets for entangling enemies
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* Flares for lighting areas up and detecting prowlers
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|}
  
== Crossbows ==
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=== Crossbows ===
{{main|Crossbows}}
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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.
[[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.
 
  
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{| class="wikitable"
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|-
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! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]
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|-
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|
 
* Versatile weapon
 
* Versatile weapon
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* 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
* Cheap normal ammo
 
 
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)
 
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)
* Some weapons can be poisoned for further utility
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|}
  
== Melee ==
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=== 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. Most melee weapons belong into one of the subcategories, [[Crowbar]] being the only exception.
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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 ===
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{| class="wikitable" width="100%"
* Pure unarmed fighting with your bare fists
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|-
* Light weapon (dexterity reduces AP cost)
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!width="15%"| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]
* Can be enhanced with psychokinesis psi powers
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!width="14%"| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
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!width="14%"| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]
* Bypasses 100% of target's energy shield (very low impact speeds are harder to shield against)
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!width="14%"| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}
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!width="14%"| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}
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!width="14%"| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]
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!width="15%"| [[File:Steel Crowbar.png|25px|link=]] [[Crowbars]]
  
=== [[File:glove_hopper.png|25px|link=]] Fist weapons ===
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|- valign="top"
* An alternative path for unarmed characters
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|
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* Light "weapon" (dexterity reduces AP cost)
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* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}
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* Base damage increases with character level and strength
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* Silent
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* Can be enhanced with psychokinesis psionic powers
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* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)
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* 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 125% increased mechanical damage resistance (harder to penetrate armor)
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* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)
* Bypasses 80% of target's energy shield (very low impact speeds are harder to shield against)
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* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)
 
+
|
=== [[File:Knife.png|25px|link=]] Knives ===
 
* Uses bleeding wounds extensively
 
 
* 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 target's energy shield (very low impact speeds are harder to shield against)
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* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)
 
+
|
=== [[File:Sledgehammer.png|25px|link=]] Sledgehammers ===
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* Low-moderate strength requirement (4-7)
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High risk high reward weapon, relies on the user keeping up the offensive:
 +
* [[Carved Up|Carves up]] living targets
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* Capable of high damage output
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* Suffers greatly from a single miss when using Flurry
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|
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* Moderate strength requirement (6-7)
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Versatile offense/defense:
 +
* Ignores 25% of mechanical damage resistance of organic targets (piercing)
 +
* Block with [[Spear Guard]]
 +
* Can be thrown for ranged damage
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* Area of effect damage potential
 +
|
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* 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)
* High strength requirement (8-9)
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* Noisy, depending on what it hits
* Ignores mechanical damage threshold (damage cannot be fully mitigated with armor)
+
* 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
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|
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* Low damage
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* Not craftable
 +
* Virtually indestructible
 +
* Common crowbars can use [[Force Ventilation Shaft]] ability
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* Can be enhanced with [[Firecracker Cap]]s and [[CACS]]
 +
|}
  
== Traps ==
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=== Traps ===
{{main|Traps}}
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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.
[[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.
 
  
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{| class="wikitable"
 +
|-
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! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]
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|-
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|
 
* 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
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* Powerful AoE damage (explosive mines)
 
* Powerful AoE damage (explosive mines)
 
* Provides utility (bear traps, chemical traps)
 
* Provides utility (bear traps, chemical traps)
* Some weapons can be poisoned for further utility
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* Bear traps can be poisoned for further utility
 
|}
 
|}
  
= Variations =
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=== Psi abilities ===
Most weapon models exist in a wide range of different variations. Some unique weapons also exist.
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{{main|Psi abilities}}
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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 [[crafting|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.
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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 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.
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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 a chart of dexterity bonuses on different light weapons.
+
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.
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 +
== 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.
  
  
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{{Weapon types navbox}}
 
{{Weapons navbox}}
 
{{Weapons navbox}}
[[Category:Items]]
+
[[Category:Items| Weapons]]
 
[[Category:Weapons| 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
Pistol.png Pistols Smg.png SMGs AssaultRifle.png Assault Rifles Sniper.png Sniper Rifles Rebel.png Shotguns  Expedition
  • Only firearm with no skill requirement (any character can be fairly efficient with it)
  • Light weapon (dexterity reduces AP cost)
  • Loud, but low calibers can be silenced
  • AP cost and damage vary greatly with caliber
  • No moving penalty (can move and shoot without precision penalty)
  • No melee penalty (enemies in melee range do not reduce your precision)
  • 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)
Other guns

PlasmaPistol.png Energy Pistols

Acid Blob Pistol.png Chemical Pistols

25mm 6-Mag Petard.png Grenade Launchers  Heavy Duty

  • Lower damage potential than an average firearm of the same quality
  • Light weapon (dexterity reduces AP cost)
  • Short-medium range
  • Increased precision compared to firearms
  • Special damage types and effects
  • Very high impact speed, bad against energy shields
  • Rare especially early on
  • Very expensive
  • Uses energy rather than ammunition (charged from batteries)
  • Similar to other pistols
  • Light weapon (dexterity reduces AP cost)
  • Short range
  • Special damage types and on-hit effects
  • Slower projectiles allow easier energy shield penetration
  • Very rare
  • 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  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.

9mm 50-round Ratchet.png LMGs .44 JS 50-round Barbarian.png Miniguns
  • 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
  • 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 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 Knife.png Throwing knives Frag Grenade.png Standard grenades EMP Grenade Mk II.png Special grenades Caltrops.png Misc. throwing
  • 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
  • Special purpose grenades
    • Flashbangs
    • Stingball grenades  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 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.

Scoped Hurricane Crossbow.png Crossbows
  • Versatile weapon
  • Silent weapon
  • Medium-high range
  • Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
  • Slower projectiles allow easier energy shield penetration
  • Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)

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.png Unarmed Cave Hopper Leather Gloves.png Fist weapons Steel Combat Knife.png Knives Steel Machete.png Swords  Expedition Steel Spear.png Spears  Expedition Steel Sledgehammer.png Sledgehammers Steel Crowbar.png Crowbars
  • Light "weapon" (dexterity reduces AP cost)
  • 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)
  • Silent
  • Overcomes some of unarmed weaknesses such as lack of AoE and burst damage
  • Incurs 140% increased mechanical damage resistance (harder to penetrate armor)
  • Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)
  • Light weapon (dexterity reduces AP cost)
  • Silent
  • Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
  • 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:

  • 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)
  • Noisy, depending on what it hits
  • Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)
  • 10-15% chance to stun target on hit

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.

Bear Trap.png Traps
  • Must be usually placed before combat
  • Also helps detect, disarm and collect enemy traps
  • Support skill rather than primary weapon skill
  • Powerful AoE damage (explosive mines)
  • Provides utility (bear traps, chemical traps)
  • Bear traps can be poisoned for further utility

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.