Weapons
- For a complete list of weapon variations, see Category:Weapons.
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.
- 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 can use a wide variety of special bolts.
- Melee weapons are further split into unarmed, fist weapons, knives, sledgehammers and other melee weapons.
- 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.
Guns
Guns includes all the different types of firearms plus chemical/energy pistols (and rifles in future versions). 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 attacks and damage types. Pistols have the advantage of having no skill requirement, so everyone can use them to some effect.
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
- Rare especially early on
- 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
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.
- Support skill rather than primary weapon skill
- Cheap throwing knives allow limited use as primary weapon
- Powerful AoE damage (explosive grenades)
- Provides utility (flashbangs, throwing nets, flares, caltrops, etc)
- Some weapons can be poisoned for further utility
Crossbows
Crossbows are perhaps the most versatile of physical weapons (second only to psionics) thanks to the wide variety of special bolts and their low impact speed helps against energy shields.
- Versatile weapon
- Medium-high range
- Incurs 125% increased mechanical damage resistance (harder to penetrate armor)
- Slower projectiles allow easier energy shield penetration
- Cheap normal ammo
- Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)
- Some weapons can be poisoned for further utility
Melee
Melee attacks have very low impact speed, which them exceptionally strong against energy shielding. 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
- Uses bleeding wounds extensively
- 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
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.
- 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, acid entangling traps)
- Some weapons can be poisoned for further utility
Variations
Most weapon models exist in a wide range of different variations. 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. 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 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 (pistols, SMGs, knives, unarmed and fist weapons) by 4% (additive). Some feats also decrease AP costs for certain weapons and actions.
Weapon AP chart with base AP cost and Dexterity example | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.