Difference between revisions of "Weapons"
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− | {{for|a | + | {{for|a complete list of weapon variations|:Category:Weapons}} |
= Types = | = Types = | ||
Weapons in Underrail are split into 4 categories according to the skill they use: '''guns''', '''throwing''', '''crossbows''' and '''melee'''. | Weapons in Underrail are split into 4 categories according to the skill they use: '''guns''', '''throwing''', '''crossbows''' and '''melee'''. | ||
− | :[[#Guns|Guns]] are further split into pistols, SMGs, assault rifles and sniper rifles. | + | : [[#Guns|Guns]] are further split into pistols, SMGs, assault rifles and sniper rifles. |
− | :[[#Throwing|Throwing]] weapons are further split into explosive grenades, special grenades and other throwing weapons. | + | : [[#Throwing|Throwing]] weapons are further split into explosive grenades, special grenades and other throwing weapons. |
− | :[[#Crossbows|Crossbows]] have no subcategories. | + | : [[#Crossbows|Crossbows]] have no subcategories. |
− | :[[#Melee|Melee]] weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons. | + | : [[#Melee|Melee]] weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons. |
+ | [[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 anf fist weapons, [[Gunslinger]] only affects pistols (this includes chemical and energy pistols).'' | ||
− | + | ||
+ | {{hiddensection|Details of all weapon types| | ||
== Guns == | == Guns == | ||
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=== [[File:Pistol.png|25px|link=]] Pistols === | === [[File:Pistol.png|25px|link=]] Pistols === | ||
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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) | ||
* AP cost varies greatly with caliber | * AP cost varies 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 | * Low-medium range | ||
+ | |||
+ | ==== [[File:PlasmaPistol.png|25px|link=]] Energy pistols ==== | ||
+ | * Lower damage potential than an average firearm of the same quality | ||
+ | * Light weapon (dexterity reduces AP cost) | ||
+ | * Low-medium range | ||
+ | * Increased precision | ||
+ | * Does energy damage which easily penetrates most armors | ||
+ | * Bad against energy shields | ||
+ | * Very expensive | ||
+ | * Uses energy rather than ammunition (charged from batteries) | ||
+ | |||
+ | ==== [[File:Acid Blob Pistol.png|25px|link=]] Chemical pistols ==== | ||
+ | * Similar to other pistols | ||
+ | * Light weapon (dexterity reduces AP cost) | ||
+ | * Special attacks and damage types | ||
+ | * Very rare | ||
+ | * Uses special chemical vials as ammo | ||
=== [[File:smg.png|25px|link=]] SMGs === | === [[File:smg.png|25px|link=]] SMGs === | ||
− | |||
* Single and burst fire | * Single and burst fire | ||
+ | * Light weapon (dexterity reduces AP cost) | ||
* No moving penalty | * No moving penalty | ||
* No melee penalty | * No melee penalty | ||
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=== [[File:AssaultRifle.png|25px|link=]] Assault rifles === | === [[File:AssaultRifle.png|25px|link=]] Assault rifles === | ||
− | |||
* Single and burst fire | * Single and burst fire | ||
* Slight moving penalty | * Slight moving penalty | ||
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=== [[File:Sniper.png|25px|link=]] Sniper rifles === | === [[File:Sniper.png|25px|link=]] Sniper rifles === | ||
− | |||
* Powerful single shot attack, great against armored targets | * Powerful single shot attack, great against armored targets | ||
* High moving and melee penalties | * High moving and melee penalties | ||
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* Low strength requirement | * Low strength requirement | ||
* High precision when firing without interference | * High precision when firing without interference | ||
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== [[File:Items_explosives_frag_grenade1.png|25px|link=]] Throwing == | == [[File:Items_explosives_frag_grenade1.png|25px|link=]] Throwing == | ||
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=== [[File:Unarmed.png|25px|link=]] Unarmed === | === [[File:Unarmed.png|25px|link=]] Unarmed === | ||
* Pure unarmed fighting with your bare fists | * Pure unarmed fighting with your bare fists | ||
+ | * Light weapon (dexterity reduces AP cost) | ||
* Can be enhanced with psychokinesis psi powers | * Can be enhanced with psychokinesis psi powers | ||
− | |||
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | * Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | ||
+ | * Bypasses 100% of target's energy shield. (very low impact speeds are harder to shield against) | ||
=== [[File:glove_hopper.png|25px|link=]] Fist weapons === | === [[File:glove_hopper.png|25px|link=]] Fist weapons === | ||
* An alternative path for unarmed characters | * An alternative path for unarmed characters | ||
+ | * Light weapon (dexterity reduces AP cost) | ||
* 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) | * Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | ||
+ | * Bypasses 80% of target's energy shield. (very low impact speeds are harder to shield against) | ||
=== [[File:Knife.png|25px|link=]] Knives === | === [[File:Knife.png|25px|link=]] Knives === | ||
* Can be crafted out of any type of metal | * Can be crafted out of any type of metal | ||
− | * | + | * Light weapon (dexterity reduces AP cost) |
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | * Incurs 125% increased mechanical damage resistance (harder to penetrate armor) | ||
+ | * Bypasses 60% of target's energy shield. (very low impact speeds are harder to shield against) | ||
=== [[File:Sledgehammer.png|25px|link=]] Sledgehammers === | === [[File:Sledgehammer.png|25px|link=]] Sledgehammers === | ||
− | * High damage | + | * High damage per hit (especially in hands of a strong character) |
* High strength requirement | * High strength requirement | ||
* Ignores mechanical damage threshold (damage can never be fully mitigated) | * Ignores mechanical damage threshold (damage can never be fully mitigated) | ||
* 10% chance to stun target on hit | * 10% chance to stun target on hit | ||
− | |||
== [[File:items_explosives_he_mine1.png|25px|link=]] Traps == | == [[File:items_explosives_he_mine1.png|25px|link=]] Traps == | ||
− | * Must be placed before combat | + | * Must be usually placed before combat |
* Also helps detect and disarm enemy traps | * Also helps detect and disarm enemy traps | ||
* Support skill rather than primary weapon skill | * Support skill rather than primary weapon skill | ||
* Powerful AoE damage (explosive mines) | * Powerful AoE damage (explosive mines) | ||
− | * Some utility (entangling | + | * Some utility (bear traps, poisoned traps, acid entangling traps) |
+ | }} | ||
+ | |||
= Variations = | = Variations = | ||
− | Most weapon | + | Most weapon models exist in a wide range of different variations, but some '''unique''' weapons also exist. |
− | The most basic variable between two seemingly identical weapons is damage; in addition to that, there are different calibers of firearms, different molds for knives, many enhancements ranging from rifle scope to an electroshock generator on a sledgehammer. | + | 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 random-generated. The most basic variable between two seemingly identical weapons is damage; in addition to that, there are different calibers of firearms, different molds for knives, many enhancements ranging from rifle scope to an electroshock generator on a sledgehammer. |
For example, the Hawker pistol alone has 8 different variations which include different calibers and ''weapon enhancements'' like a laser sight or an extended pistol magazine. Furthermore, the damage of all those variants depends on the quality of the pistol frame they're made of. The amount of different weapons is vastly larger than it might initially seem to be. | For example, the Hawker pistol alone has 8 different variations which include different calibers and ''weapon enhancements'' like a laser sight or an extended pistol magazine. Furthermore, the damage of all those variants depends on the quality of the pistol frame they're made of. The amount of different weapons is vastly larger than it might initially seem to be. | ||
− | === AP cost === | + | === Base AP cost === |
− | The | + | The base action point cost of weapons is the same for all weapons of the same type, but some weapon enhancements may modify it. For firearms, the AP cost is based on caliber and weapon type. |
+ | |||
+ | Each point of dexterity above 5 decreases AP cost of light weapons (pistols, SMGs knives, unarmed and fist weapons) by 4% (additive). Some feats also decrease AP costs for certain weapons and actions | ||
− | {| class=" | + | {| class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide" |
|- | |- | ||
− | + | | '''Weapon base AP cost chart''' | |
|- text-align="right" | |- text-align="right" | ||
| | | | ||
− | {| class="sortable" | + | {| class="sortable wikitable" |
|- | |- | ||
− | ! Weapon !! AP | + | ! Weapon type !! AP |
|- | |- | ||
| 5mm pistol || 16 | | 5mm pistol || 16 | ||
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|- | |- | ||
| Crossbow || 25 | | Crossbow || 25 | ||
+ | |- | ||
+ | | Crossbow (special bolt) || 49 | ||
|- | |- | ||
| Unarmed || 12 | | Unarmed || 12 |
Revision as of 03:37, 23 June 2014
- For a complete list of weapon variations, see Category:Weapons.
Types
Weapons in Underrail are split into 4 categories according to the skill they use: guns, throwing, crossbows and melee.
- Guns are further split into pistols, SMGs, assault rifles and sniper rifles.
- Throwing weapons are further split into explosive grenades, special grenades and other throwing weapons.
- Crossbows have no subcategories.
- Melee weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
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 anf fist weapons, Gunslinger only affects pistols (this includes chemical and energy pistols).
Details of all weapon types |
GunsAll the different types of firearms. Also includes chemical and energy weapons. Pistols
Energy pistols
Chemical pistols
SMGs
Assault rifles
Sniper rifles
Throwing
Crossbows
MeleeMost melee weapons belong into one of the subcategories. Crowbar is currently the only exception to this. Unarmed
Fist weapons
Knives
Sledgehammers
Traps
|
Variations
Most weapon models exist in a wide range of different variations, but some unique weapons also exist.
Weapon variations can be either crafted from components, purchased from traders, found, stolen or looted from dead enemies. Only throwing weapons and traps have pre-defined varieties, others are random-generated. The most basic variable between two seemingly identical weapons is damage; in addition to that, there are different calibers of firearms, different molds for knives, many enhancements ranging from rifle scope to an electroshock generator on a sledgehammer.
For example, the Hawker pistol alone has 8 different variations which include different calibers and weapon enhancements like a laser sight or an extended pistol magazine. Furthermore, the damage of all those variants depends on the quality of the pistol frame they're made of. The amount of different weapons is vastly larger than it might initially seem to be.
Base AP cost
The base action point cost of weapons is the same for all weapons of the same type, but some weapon enhancements may modify it. For firearms, the AP cost is based on caliber and weapon type.
Each point of dexterity above 5 decreases AP cost of light weapons (pistols, SMGs knives, unarmed and fist weapons) by 4% (additive). Some feats also decrease AP costs for certain weapons and actions
Weapon base AP cost chart | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Durability
Since version 0.1.7.0, most weapons and armor have durability. This means you must periodically use repair kits to keep your gear in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a Degraded Weapon or Heavily Degraded Weapon and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. Zero durability weapons can still be repaired back to normal.