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This article is outdated. You can help Underrail Wiki by updating it. Reason given: Base AP cost chart no longer accurate with the new weapon models and changes to old models in 0.1.12.0
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- 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 standard grenades, special grenades and other throwing weapons/tools.
- Crossbows have no subcategories, but have a wide variety of special bolts available.
- 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 and fist weapons, Gunslinger only affects pistols (this includes chemical and energy pistols).
Overview of all weapon types
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Guns
All the different types of firearms. Also includes chemical and energy weapons.
Pistols
- 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
- No moving penalty (can move and shoot without precision penalty)
- No melee penalty (enemies in melee range do not reduce your precision)
- Low-medium range
Energy pistols
- Lower damage potential than an average firearm of the same quality
- Light weapon (dexterity reduces AP cost)
- Low-medium range
- Increased precision
- Special attacks and damage types
- Bad against energy shields
- Very expensive
- Uses energy rather than ammunition (charged from batteries)
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
SMGs
- Single and burst fire
- Light weapon (dexterity reduces AP cost)
- No moving penalty
- No melee penalty
- Medium range
- Can be enhanced for increased burst precision (less likely to miss/hit other targets)
- Moderate skill requirement
Assault rifles
- Single and burst fire
- Slight moving penalty
- No melee penalty
- Medium-high range
- High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)
- High skill requirement
- Moderate strength requirement (6-7)
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
Throwing
- Support skill rather than primary weapon skill
- Powerful AoE damage (explosive grenades)
- Provides utility (flashbangs, throwing nets, flares, caltrops, etc)
Crossbows
- Versatile 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 (poison, tranquilizing, incendiary, shock, etc)
- Cheap ammo
Melee
Most melee weapons belong into one of the subcategories. Crowbar is currently the only exception to this.
Unarmed
- Pure unarmed fighting with your bare fists
- Light weapon (dexterity reduces AP cost)
- Can be enhanced with psychokinesis psi powers
- 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)
Fist weapons
- 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
- 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)
Knives
- 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)
- Bypasses 60% of target's energy shield. (very low impact speeds are harder to shield against)
Sledgehammers
- High damage per hit (especially in hands of a strong character)
- High strength requirement (8-9)
- Ignores mechanical damage threshold (damage can never be fully mitigated)
- 10% chance to stun target on hit
Traps
- Must be usually placed before combat
- Also helps detect and disarm enemy traps
- Support skill rather than primary weapon skill
- Powerful AoE damage (explosive mines)
- Some utility (bear traps, poisoned traps, acid entangling traps)
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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 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). Some feats also decrease AP costs for certain weapons and actions.
Weapon base AP cost chart
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Weapon type |
AP
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5mm pistol |
16
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7.62mm pistol |
20
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9mm pistol |
25
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.44 pistol |
32
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Laser pistol |
22
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Plasma pistol |
40
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Chemical pistol |
25
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5mm SMG |
11
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7.62mm SMG |
13
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8.6mm SMG |
16
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9mm SMG |
14
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7.62mm assault rifle |
13
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8.6mm assault rifle |
14
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9mm assault rifle |
16
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7.62mm sniper rifle |
35
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8.6mm sniper rifle |
40
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12.7mm sniper rifle |
45
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Throwing weapons |
15
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Caltrops |
20
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Crossbow |
25
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Crossbow (special bolt) |
49
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Unarmed |
12
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Crowbar |
18
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Leather fist weapon |
12
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Metal fist weapon |
16
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Knife |
12
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Sledgehammer |
25
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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.
Weapons
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Firearms
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Other guns
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Throwing
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Crossbows
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Melee
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Traps
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Unique guns
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Unique other
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Sørmirbæren E
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