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− | [[Category:Weapons]] |
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Revision as of 23:49, 27 September 2015
Weapons are used during combat in Dead State.
Melee
Melee weapons are able to inflict an array of Status Effects on an enemy. Many weapons include alternate attacks (accessed by right-clicking on the equipped weapon).
Each weapon has a Strength requirement, which determines the effective damage output. A character who doesn't meet the Strength requirement can still wield the weapon, but there is a 10% damage penalty for every point below the requirement. In the same respect, a character will do 5% more damage for every point above the Strength requirement.
The Melee skill and an opponent's Agility affect melee to-hit chance (THC). The following are some examples of the THC modifier:
- THC is 75% for a character with a Melee skill of 1 against an opponent with 1 Agility, but decreases by 5% for each additional point of opponent Agility.
- THC is 100% for a character with a Melee skill of 6 against an opponent with 1 Agility, but decreases by 5% for each additional point of opponent Agility. THC also decreases by 5% for each point below a Melee skill of 6 (against the same opponent with 1 Agility).
- THC is 100% for a character with a Melee skill of 10 against an opponent with 5 Agility, but decreases by 5% for each additional point of opponent Agility. THC also decreases by 5% for each point below a Melee skill of 10 (against the same opponent with 5 Agility).
Normal Melee
Name | Basic AP Cost |
Noise | Weapon Class |
Range | Damage | (Avg. Dmg.) | (Dmg./AP) | Undead Dmg Mod |
Critical Chance |
Strength Required |
Break Chance |
Weight | Weapon Effects | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Screwdriver | 2 | 1 | Implement (1 Hand) |
1 | 1-10 (Piercing) |
5.50 | 2.75 | 115% | 5% (3.25x dmg) |
1 | 5% | 0.50 lbs | Counter (20%), Bleed (40%) | |
Kitchen Knife | 3 | 2 | Knife (1 Hand) |
1 | 3-10 (Slash) |
6.50 | 2.17 | 40% | 10% (2.00x dmg) |
1 | 5% | 1.00 lbs | Counter (40%), Bleed (40%) | |
Makeshift Pike | 5 | 3 | Polearm (2 Hand) |
1 | 5-20 (Piercing) |
12.50 | 2.50 | 40% | 5% (3.00x dmg) |
2 | 5% | 1.00 lbs | Knockback (10%), Knockdown (10%) | |
Sickle | 3 | 6 | Knife (1 Hand) |
1 | 5-40 (Slash) |
22.5 | 7.50 | 80% | 5% (3.00x dmg) |
3 | 10% | 1.00 lbs | Bleed (40%) | |
Cleaver | 4 | 4 | Knife (1 Hand) |
1 | 5-15 (Slash) |
10.00 | 2.50 | 50% | 10% (2.00x dmg) |
1 | 5% | 1.00 lbs | Bleed (20%), Counter (5%) | |
Wood Plank | 4 | 6 | Bat (2 Hand) |
2 | 5-18 (Bludgeoning) |
11.50 | 2.88 | 100% | 5% (2.00x dmg) |
2 | 5% | 2.00 lbs | Dizzy (15%), Knockback (5%) | |
Claw Hammer | 3 | 4 | Hammer (1 Hand) |
1 | 6-15 (Bludgeoning) |
10.50 | 3.50 | 125% | 5% (2.00x dmg) |
2 | 2.50 lbs | Counter (35%), Dizzy (20%) | ||
Hatchet | 4 | 4 | Axe (1 Hand) |
1 | 8-18 (Slash) |
13.00 | 3.25 | 100% | 5% (3.00x dmg) |
3 | 5% | 2.00 lbs | Counter (5%), Bleed (40%) | |
Machete | 4 | 4 | Knife (1 Hand) |
1 | 8-20 (Slash) |
14.00 | 3.50 | 60% | 10% (2.25x dmg) |
2 | 2.00 lbs | Bleed (50%), Counter (5%) | ||
Tiller | 5 | 5 | Polearm (2 Hand) |
2 | 10-30 (Piercing) |
20.00 | 4.00 | 80% | 10% (3.00x dmg) |
3 | 5.00 lbs | Knockback (10%), Bleed (5%) | ||
Crowbar | 5 | 5 | Club (1 Hand) |
1 | 12-20 (Bludgeoning) |
16.00 | 3.20 | 125% | 5% (2.50x dmg) |
4 | 4.00 lbs | Knockdown (10%), Dizzy (25%) | ||
Nightstick | 4 | 4 | Club (1 Hand) |
1 | 12-20 (Bludgeoning) |
16.00 | 4.00 | 110% | 3% (2.00x dmg) |
3 | 1.00 lbs | Dizzy (30%), Counter (20%) | ||
Combat Knife | 3 | 1 | Knife (1 Hand) |
1 | 12-18 (Slash) |
15.00 | 5.00 | 50% | 10% (2.00x dmg) |
1 | 1.00 lbs | Counter (50%), Bleed (35%) | ||
Kukri | 3 | 1 | Knife (1 Hand) |
1 | 15-24 (Slash) |
19.50 | 6.50 | 80% | 5% (3.00x dmg) |
1 | 1.00 lbs | Counter (75%), Bleed (50%) | ||
Pitchfork | 5 | 5 | Polearm (2 Hand) |
2 | 15-40 (Piercing) |
27.50 | 5.50 | 50% | 5% (3.25x dmg) |
4 | 4.00 lbs | Knockback (15%), Knockdown (25%), Bleed (10%) | ||
Bowie Knife | 4 | 2 | Knife (1 Hand) |
1 | 18-30 (Slash) |
24.00 | 6.00 | 70% | 5% (3.00x dmg) |
3 | 2.00 lbs | Counter (50%), Bleed (50%) | ||
Pipe Wrench | 5 | 6 | Club (1 Hand) |
1 | 18-25 (Bludgeoning) |
21.50 | 4.30 | 120% | 5% (2.50x dmg) |
6 | 3.00 lbs | Dizzy (20%), Knockdown (10%) | ||
Combat Machete | 4 | 3 | Knife (1 Hand) |
1 | 18-26 (Slash) |
22.00 | 5.50 | 70% | 15% (2.25x dmg) |
3 | 1.00 lbs | Bleed (40%), Counter (10%) | ||
Tree Trimmer | 5 | 4 | Polearm (2 Hand) |
2 | 18-30 (Slash) |
24.00 | 4.80 | 85% | 5% (2.50x dmg) |
5 | 5.00 lbs | Knockback (10%), Knockdown (15%), Bleed (25%) | ||
Baseball Bat | 4 | 4 | Bat (2 Hand) |
1 | 18-28 (Bludgeoning) |
23.00 | 5.75 | 150% | 5% (2.00x dmg) |
4 | 2.00 lbs | Dizzy (20%) | ||
Crash Axe | 4 | 4 | Axe (1 Hand) |
1 | 20-30 (Piercing) |
25.00 | 6.25 | 125% | 8% (2.25x dmg) |
3 | 2.00 lbs | Counter (50%), Bleed (50%) | ||
Wood Axe | 6 | 6 | Axe (2 Hand) |
1 | 20-35 (Slash) |
27.50 | 4.58 | 150% | 10% (2.25x dmg) |
5 | 7.00 lbs | Bleed (15%) | ||
Pickaxe | 6 | 6 | Axe (2 Hand) |
1 | 20-35 (Piercing) |
27.50 | 4.58 | 125% | 8% (3.00x dmg) |
7 | 4.00 lbs | Bleed (10%) | ||
Shovel | 5 | 6 | Hammer (2 Hand) |
1 | 20-30 (Bludgeoning) |
25.00 | 5.00 | 110% | 5% (2.25x dmg) |
4 | 5.00 lbs | Knockback (10%), Knockdown (15%), Dizzy (20%) | ||
Spear | 5 | 4 | Polearm (2 Hand) |
2 | 28-34 (Piercing) |
31.00 | 6.20 | 65% | 5% (3.00x dmg) |
3 | 3.00 lbs | Knockdown (35%), Bleed (40%) | ||
Telescoping Baton | 3 | 3 | Club (1 Hand) |
1 | 20-25 (Bludgeoning) |
22.50 | 7.50 | 100% | 10% (2.00x dmg) |
2 | 2.00 lbs | Counter (40%), Dizzy (35%) | ||
Aluminium Bat | 4 | 5 | Bat (2 Hand) |
1 | 24-32 (Bludgeoning) |
28.00 | 7.00 | 125% | 10% (2.00x dmg) |
3 | 2.00 lbs | Knockback (25%), Dizzy (30%) | ||
Bastard Sword | 5 | 7 | Blade (2 Hand) |
1 | 28-50 (Slash) |
39.00 | 7.80 | 75% | 15% (2.75x dmg) |
7 | 10.00 lbs | Bleed (60%) | ||
Sledgehammer | 7 | 7 | Hammer (2 Hand) |
1 | 28-50 (Bludgeoning) |
39.00 | 5.57 | 200% | 8% (2.00x dmg) |
6 | 6.00 lbs | Knockdown (15%, Dizzy (10%), Knockback (15%) | ||
Brush Hook | 5 | 5 | Axe (2 Hand) |
1 | 30-45 (Slash) |
37.50 | 7.50 | 150% | 8% (2.50x dmg) |
6 | 3.00 lbs | Bleed (25%) | ||
Fire Axe | 6 | 5 | Axe (2 Hand) |
1 | 35-50 (Slash) |
42.50 | 7.08 | 150% | 8% (2.50x dmg) |
4 | 4.00 lbs | Bleed (35%) | ||
Railroad Hammer | 7 | 8 | Hammer (2 Hand) |
1 | 45-70 (Bludgeoning) |
57.50 | 8.21 | 200% | 8% (2.00x dmg) |
8 | 12.00 lbs | Knockback (20%), Knockdown (20%), Dizzy (15%) | ||
Cricket Bat | 4 | 4 | Bat (2 Hand) |
1 | 22-36 (Bludgeoning) |
29.00 | 7.25 | 125% | 10% (2.00x dmg) |
4 | 3.00 lbs | Knockback (20%), Dizzy (25%) |
Unique Melee
Name | Basic AP Cost |
Noise | Weapon Class |
Range | Damage | (Avg. Dmg.) | (Dmg./AP) | Undead Dmg Mod |
Critical Chance |
Strength Required |
Weight | Weapon Effects | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mr. Stabby | 4 | 2 | Knife (1 Hand) |
1 | 22-40 (Slash) |
31.00 | 7.75 | 70% | 5% (3.00x dmg) |
3 | 2.00 lbs | Counter (60%), Bleed (60%) | |
Carbon Steel Tonfa | 4 | 4 | Club (1 Hand) |
1 | 22-26 (Bludgeoning) |
24.00 | 6.00 | 125% | 10% (2.00x dmg) |
3 | 1.50 lbs | Dizzy (35%), Counter (100%) | |
Disaster Axe | 4 | 4 | Axe (1 Hand) |
1 | 30-40 (Piercing) |
35.00 | 8.75 | 125% | 10% (2.50x dmg) |
3 | 2.50 lbs | Counter (50%), Bleed (60%), Dizzy (15%) | |
Electric Baton | 4 | 6 | Club (1 Hand) |
1 | 25-32 (Bludgeoning) |
28.50 | 7.13 | 100% | 10% (2.00x dmg) |
4 | 2.00 lbs | Counter (45%), Dizzy (45%), Knockdown (25%) | |
Red On You | 4 | 4 | Bat (2 Hand) |
1 | 30-50 (Bludgeoning) |
40.00 | 10.00 | 125% | 10% (2.25x dmg) |
4 | 3.00 lbs | Knockback (30%), Dizzy (45%) | |
Flanged Mace | 5 | 5 | Club (1 Hand) |
1 | 38-45 (Bludgeoning) |
41.50 | 8.30 | 150% | 10% (2.75x dmg) |
8 | 5.00 lbs | Knockdown (15%), Dizzy (40%) | |
Dragoon | 5 | 4 | Polearm (2 Hand) |
2 | 40-45 (Piercing) |
42.50 | 8.50 | 65% | 10% (3.00x dmg) |
3 | 3.00 lbs | Knockdown (45%), Bleed (40%), Knockback (20%) | |
Unasume | 5 | 3 | Blade (2 Hand) |
1 | 40-60 (Slash) |
50.00 | 10.00 | 70% | 5% (3.00x dmg) |
5 | 9.50 lbs | Bleed (70%) | |
Carbon Fiber Bat | 5 | 5 | Bat (2 Hand) |
1 | 42-55 (Bludgeoning) |
48.50 | 9.70 | 125% | 5% (2.50x dmg) |
4 | 1.50 lbs | Knockback (25%), Dizzy (45%), Knockback (10%) | |
Hackjob | 6 | 5 | Axe (2 Hand) |
1 | 45-60 (Slash) |
52.50 | 8.75 | 125% | 15% (2.75x dmg) |
4 | 5.00 lbs | Bleed (45%) | |
Intimacy Problems | 6 | 4 | Polearm (2 Hand) |
2 | 40-65 (Slash) |
52.50 | 8.75 | 100% | 5% (3.00x dmg) |
6 | 4.00 lbs | Knockback (30%), Knockdown (40%), Bleed (35%) | |
Snowblind | 5 | 7 | Blade (2 Hand) |
1 | 48-65 (Slash) |
56.50 | 11.30 | 100% | 15% (3.00x dmg) |
8 | 11.00 lbs | Bleed (70%), Dizzy (15%) | |
Industrial Hammer | 7 | 8 | Hammer (2 Hand) |
1 | 65-100 (Bludgeoning) |
82.50 | 11.79 | 200% | 8% (2.00x dmg) |
10 | 20.00 lbs | Knockback (25%), Knockdown (25%), Dizzy (30%) |
Ranged
Ranged weapon effectiveness is determined by the user's Ranged skill and Perception skill, as well as weapon range (how far away an opponent is) and the opponent's Agility. The Ranged skill affects damage output and Critical Chance, while the Perception skill and opponent Agility affects to-hit chance (THC). Weapon range affects all ranged modifiers (Damage, Critical Chance, and THC).
Damage output and Critical Chance are determined by the Ranged skill and affected by weapon range. A damage bonus (+10% to +50%) and Critical Chance bonus (+5% to +45%) will be applied for each point of Ranged skill above the respective weapon range. For example, a 10% damage bonus is applied when the character's Ranged skill is 2 against an opponent at a range of 1. The bonus increases by 5% for each additional point of Ranged skill. In this same scenario (Ranged skill of 2 and target range 1), the Critical Chance bonus is 5% and increases by 5% for each additional point of Ranged skill.
A character's to-hit chance (THC) is determined by the Perception skill, weapon range (how far away an opponent is), and the opponent's Agility. THC decreases by 25% for every range increment above the respective Perception skill. For example, a character with a Perception skill of 3, will have 100% THC against an enemy at a range of 3 (or closer). In the same scenario (with a Perception skill of 3), if weapon range is 4, then THC becomes 75%; a range of 5 will be 50% THC, a range of 6 is 25% THC, and a range of 7 or greater will be 0% THC. An opponent's Agility will affect THC anywhere from -10% to -55%. An opponent with 1 Agility will reduce THC by 10%, with a further reduction of 5% for each additional point of Agility.
Normal Ranged
Name | Basic AP Cost |
Noise | Weapon Class |
Range | Damage | (Avg. Dmg.) | (Dmg./AP) | Critical Chance |
Ammo Capacity |
Ammo Type |
Weight | Weapon Effects | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
.38 Snubnose | 4 | 25 | Pistol (1 Hand) |
5 | 20-30 (Ballistic) |
25.00 | 6.25 | 3% (1.50x dmg) |
6 | 38 Ammo | 2.00 lbs | ||
MSG-10 | 3 | 25 | SMG (2 Hand) |
5 | 20-30 (Ballistic) |
25.00 | 8.33 | 3% (1.50x dmg) |
30 | 9mm Ammo | 5.00 lbs | ||
Antique Revolver | 3 | 25 | Pistol (1 Hand) |
6 | 30-40 (Ballistic) |
35.00 | 11.67 | 5% (1.50x dmg) |
6 | 38 Ammo | 3.00 lbs | ||
9mm Pistol | 4 | 25 | Pistol (1 Hand) |
7 | 25-35 (Ballistic) |
30.00 | 7.50 | 3% (1.50x dmg) |
8 | 9mm Ammo | 2.00 lbs | ||
MK5 | 4 | 35 | SMG (2 Hand) |
6 | 30-50 (Ballistic) |
40.00 | 10.00 | 5% (1.50x dmg) |
18 | 9mm Ammo | 7.00 lbs | ||
Lever-Action Rifle | 5 | 30 | Rifle (2 Hand) |
8 | 30-40 (Ballistic) |
35.00 | 7.00 | 8% (1.50x dmg) |
8 | 38 Ammo | 8.00 lbs | ||
Compound Bow | 6 | 1 | Bow (2 Hand) |
10 | 25-40 (Piercing) |
32.50 | 5.42 | 10% (1.50x dmg) |
1 | Arrow | 5.00 lbs | ||
Hunting Shotgun | 5 | 40 | Shotgun (2 Hand) |
4 | 30-50 (Ballistic) |
40.00 | 8.00 | 5% (1.50x dmg) |
2 | Shotgun Shells | 7.00 lbs | Knockdown (10%) | |
AKA7 | 5 | 45 | Rifle (2 Hand) |
7 | 35-65 (Ballistic) |
50.00 | 10.00 | 5% (1.50x dmg) |
30 | 762 Ammo | 10.00 lbs | ||
357 Magnum | 4 | 30 | Pistol (1 Hand) |
6 | 30-50 (Ballistic) |
40.00 | 10.00 | 5% (1.50x dmg) |
6 | 357 Magnum Bullets | 3.00 lbs | ||
Police Shotgun | 5 | 40 | Shotgun (2 Hand) |
5 | 45-60 (Ballistic) |
52.50 | 10.50 | 3% (1.50x dmg) |
5 | Shotgun Shells | 10.00 lbs | Knockdown (15%) | |
Crossbow | 4 | 8 | Crossbow (2 Hand) |
6 | 30-60 (Piercing) |
45.00 | 11.25 | 10% (2.00x dmg) |
1 | Bolt | 8.00 lbs | ||
Sawed-Off Shotgun | 4 | 45 | Pistol (1 Hand) |
2 | 40-70 (Ballistic) |
55.00 | 13.75 | 5% (1.50x dmg) |
2 | Shotgun Shells | 5.00 lbs | Knockback (50%) | |
MS4 | 5 | 30 | Rifle (2 Hand) |
12 | 35-55 (Ballistic) |
45.00 | 9.00 | 7% (1.50x dmg) |
20 | 5.56 Ammo | 10.00 lbs | ||
Combat Shotgun | 4 | 40 | Shotgun (2 Hand) |
6 | 50-75 (Ballistic) |
62.50 | 15.63 | 3% (1.50x dmg) |
8 | Shotgun Shells | 10.00 lbs | Knockdown (20%) | |
Hunting Rifle | 6 | 40 | Rifle (2 Hand) |
10 | 50-90 (Ballistic) |
70.00 | 11.67 | 8% (1.50x dmg) |
6 | 762 Ammo | 8.00 lbs |
Modded Ranged
Modded Ranged Weapons can be crafted, but there is also a rare chance to find them out in the field.
Name | Basic AP Cost |
Noise | Weapon Class |
Range | Damage | (Avg. Dmg.) | (Dmg./AP) | Critical Chance |
Ammo Capacity |
Ammo Type |
Weight | Weapon Effects | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Speed Loading .38 | 4 | 25 | Pistol (1 Hand) |
5 | 20-30 (Ballistic) |
25.00 | 6.25 | 3% (1.50x dmg) |
6 | 38 Ammo | 2.50 lbs | ||
Silenced 9MM | 4 | 10 | Pistol (1 Hand) |
7 | 25-35 (Ballistic) |
30.00 | 7.50 | 3% (1.50x dmg) |
8 | 9mm Ammo | 2.50 lbs | ||
Long Barrel Magnum | 4 | 30 | Pistol (1 Hand) |
8 | 35-60 (Ballistic) |
47.50 | 11.88 | 5% (1.50x dmg) |
6 | 357 Magnum Bullets | 3.50 lbs | ||
SWAT Shotgun | 5 | 40 | Shotgun (2 Hand) |
5 | 50-65 (Ballistic) |
57.50 | 11.50 | 5% (1.50x dmg) |
8 | Shotgun Shells | 11.00 lbs | Knockdown (20%) | |
Sighted Shotgun | 4 | 40 | Shotgun (2 Hand) |
6 | 55-80 (Ballistic) |
67.50 | 16.88 | 8% (1.50x dmg) |
8 | Shotgun Shells | 10.50 lbs | Knockdown (20%) | |
Suppressed MK5 | 4 | 12 | SMG (2 Hand) |
6 | 30-50 (Ballistic) |
40.00 | 10.00 | 5% (1.50x dmg) |
18 | 9mm Ammo | 8.00 lbs | ||
High Volume AKA7 | 5 | 45 | Rifle (2 Hand) |
7 | 35-65 (Ballistic) |
50.00 | 10.00 | 5% (1.50x dmg) |
45 | 762 Ammo | 12.00 lbs | ||
Laser Sighted MS4 | 5 | 30 | Rifle (2 Hand) |
12 | 35-55 (Ballistic) |
45.00 | 9.00 | 10% (1.50x dmg) |
20 | 5.56 Ammo | 10.50 lbs | ||
Sniper Rifle | 6 | 40 | Rifle (2 Hand) |
15 | 70-90 (Ballistic) |
80.00 | 13.33 | 15% (2.00x dmg) |
6 | 762 Ammo | 8.50 lbs |
Unique Ranged
Name | Basic AP Cost |
Noise | Weapon Class |
Range | Damage | (Avg. Dmg.) | (Dmg./AP) | Critical Chance |
Ammo Capacity |
Ammo Type |
Weight | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Platepiercer | 4 | 10 | Crossbow (2 Hand) |
7 | 60-80 (Piercing) |
70.00 | 17.50 | 15% (2.00x dmg) |
1 | Bolt | 10.00 lbs | |
Sterling | 6 | 1 | Bow (2 Hand) |
10 | 40-60 (Piercing) |
50.00 | 8.33 | 15% (1.50x dmg) |
1 | Arrow | 4.00 lbs |
Special Weapons
Charge Weapons
Charge weapons are limited-use weapons with a set number of charges before they are rendered useless (they can never be reloaded). These weapons often have powerful attacks and bonuses.
Charge weapons are equipped in a normal weapon slot.
Name | Basic AP Cost |
Noise | Weapon Class |
Range | Damage | (Avg. Dmg.) | (Dmg./AP) | Undead Dmg Mod |
Critical Chance |
Strength Required |
Break Chance |
Ammo Capacity |
Ammo Type |
Weight | Weapon Effects | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Chainsaw | 7 | 50 | Special (2 Hand) |
1 | 40-75 (Slash) |
57.50 | 8.21 | 100% | 10% (3.00x dmg) |
8 | 10.00 lbs | Knockback (20%), Bleed (80%) | ||||
Nailgun | 3 | 8 | Pistol (1 Hand) |
1 | 10-25 (Piercing) |
17.50 | 5.83 | 8% (2.50x dmg) |
12 | Special | 5.00 lbs | |||||
Flare Gun | 3 | 20 | Pistol (1 Hand) |
7 | 8-30 (Fire) |
19.00 | 6.33 | 1% (3.00x dmg) |
5 | Special | 2.00 lbs | Immolate (100%) | ||||
Pepper Spray | 4 | 5 | Special (1 Hand) |
1 | 0-0 (Chemical) |
0.00 | 0.00 | 0% | 0% (0.00x dmg) |
1 | 0.50 lbs | Blind (100%) | ||||
Stun Gun | 4 | 8 | Special (1 Hand) |
1 | 0-0 (Piercing) |
0.00 | 0.00 | 100% | 0% (0.00x dmg) |
1 | 0.50 lbs | Knockdown (100%), Dizzy (100%) | ||||
Torch | 3 | 6 | Special (1 Hand) |
1 | 5-15 (Fire) |
10.00 | 3.33 | 100% | 5% (1.50x dmg) |
1 | 5% | 2.00 lbs | Immolate (50%), Knockback (20%) |
Thrown Items
Thrown items often have an area-of-effect (AoE). They all have a cost of 4 AP.
Thrown weapons are equipped in an Item slot.
Name | Basic AP Cost |
Noise | Weapon Class |
Range | Damage | (Avg. Dmg.) | (Dmg./AP) | Attack Radius |
Weight | Weapon Effects | |
---|---|---|---|---|---|---|---|---|---|---|---|
Molotov Cocktail | 4 | 15 | Thrown (1 Hand) |
15 | 13-18 (Fire) |
15.50 | 3.88 | 1 | 0.50 lbs | Immolate (100%) | |
Firecracker | 4 | 45 | Thrown (1 Hand) |
18 | 1-1 (Chemical) |
1.00 | 0.25 | 0 | 0.50 lbs | (Noise) | |
Incendiary Grenade | 4 | 40 | Thrown (1 Hand) |
18 | 30-50 (Fire) |
40.00 | 10.00 | 2 | 0.50 lbs | Immolate (100%) | |
Nerve Gas | 4 | 10 | Thrown (1 Hand) |
18 | 3-5 (Chemical) |
4.00 | 1.00 | 4 | 0.50 lbs | (Black out) | |
Mine | 4 | 40 | Thrown (1 Hand) |
1 | 45-80 (Piercing) |
62.50 | 15.63 | 1 | 2.00 lbs | Knockdown (100%) | |
Bola | 4 | 1 | Thrown (1 Hand) |
5 | 1-10 (Bite) |
5.50 | 1.38 | 0 | 1.00 lbs | (Knockdown) | |
Grenade | 4 | 50 | Thrown (1 Hand) |
18 | 50-80 (Piercing) |
65.00 | 16.25 | 2 | 0.50 lbs | (Knockdown) | |
Jar of Acid | 4 | 8 | Thrown (1 Hand) |
6 | 15-45 (Chemical) |
30.00 | 7.50 | 2 | 1.50 lbs | Bleed (100%) | |
Noisemaker | 4 | 30 | Thrown (1 Hand) |
20 | 0-0 (Bite) |
0.00 | 0.00 | 0 | 0.50 lbs | (Noise) | |
Tear Gas | 4 | 20 | Thrown (1 Hand) |
10 | 1-5 (Chemical) |
3.00 | 0.75 | 2 | 0.50 lbs | Dizzy (100%), Blind (100%) | |
Timed Explosive | 4 | 40 | Thrown (1 Hand) |
1 | 80-150 (Piercing) |
115.00 | 28.75 | 6 | 2.00 lbs | Knockdown (100%) |