Difference between revisions of "Weapons"
m (→Heavy Guns) |
|||
(8 intermediate revisions by 3 users not shown) | |||
Line 15: | Line 15: | ||
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways. | : [[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]] only affects firearm-type 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 (feat)|Gunslinger]] only affects firearm-type pistols, [[Spec Ops]] affects SMG burst attacks and flashbangs.'' |
=== Guns === | === Guns === | ||
Line 115: | Line 115: | ||
** HE grenades | ** HE grenades | ||
** Special grenades | ** Special grenades | ||
+ | * Can target tiles as well as specific enemies | ||
* Medium-long range | * Medium-long range | ||
* Extremely loud | * Extremely loud | ||
* High skill requirement | * High skill requirement | ||
− | * Moderate to high strength requirement (5- | + | * Moderate to high strength requirement (5-8) |
|} | |} | ||
− | === Heavy Guns === | + | === Heavy Guns {{heavyduty-inline|Heavy Duty}} === |
{{main|Heavy Guns}} | {{main|Heavy Guns}} | ||
Line 141: | Line 142: | ||
* Very high damage output, especially at short and medium range | * Very high damage output, especially at short and medium range | ||
* Accuracy drops off sharply past medium range | * Accuracy drops off sharply past medium range | ||
+ | * High reload AP cost | ||
* Very loud | * Very loud | ||
* High strength requirement (7-10) | * High strength requirement (7-10) | ||
Line 146: | Line 148: | ||
* Burst fire only | * Burst fire only | ||
* Fewer shots per burst initially | * Fewer shots per burst initially | ||
− | * Number of shots | + | * Number of shots increases, and AP cost decreases as it revs up |
* High AP cost | * High AP cost | ||
* Moderate to high moving penalty | * Moderate to high moving penalty | ||
* No melee penalty | * No melee penalty | ||
+ | * Penalty to initiative | ||
* Medium-long range | * Medium-long range | ||
* Potentially extremely high damage output in long battles, especially at short and medium range | * Potentially extremely high damage output in long battles, especially at short and medium range | ||
* Accuracy drops off sharply past medium range | * Accuracy drops off sharply past medium range | ||
+ | * High reload AP cost | ||
* Very loud | * Very loud | ||
− | * Very high strength requirement (9- | + | * Very high strength requirement (9-14) |
|} | |} | ||
Line 213: | Line 217: | ||
=== Melee === | === Melee === | ||
{{main|Melee}} | {{main|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 | + | 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. |
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
|- | |- | ||
− | !width=" | + | !width="15%"| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]] |
− | !width=" | + | !width="14%"| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]] |
− | !width=" | + | !width="14%"| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]] |
− | !width=" | + | !width="14%"| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}} |
− | !width=" | + | !width="14%"| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}} |
− | !width=" | + | !width="14%"| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]] |
+ | !width="15%"| [[File:Steel Crowbar.png|25px|link=]] [[Crowbars]] | ||
|- valign="top" | |- valign="top" | ||
Line 263: | Line 268: | ||
* Ignores mechanical damage threshold (blunt trauma 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 | ||
+ | | | ||
+ | * Low damage | ||
+ | * Not craftable | ||
+ | * Virtually indestructible | ||
+ | * Common crowbars can use [[Force Ventilation Shaft]] ability | ||
+ | * Can be enhanced with [[Firecracker Cap]]s and [[CACS]] | ||
|} | |} | ||
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.
|