Weapons are used to damage, destroy, disable, or immobilize parts of enemy vehicles.
Weapon types[ | ]
Icon | Name | Features | Cons | Purpose |
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Machine Guns |
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Miniguns |
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Shotguns |
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Autocannons |
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Cannons |
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Melee Weapons |
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Unguided Rockets |
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Homing Missiles |
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Grenade Launchers |
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Energy Weapons |
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Drones and turrets |
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Artillery | * High damage in large area
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* Cannot fire close |
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Crossbows | * Very accurate
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* Limited ammo
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Flamethrowers |
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Minelayers |
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Uncategorized weapons |
Weapon parts[ | ]
Machine Guns[ | ]
- Bullets damage
Name | Perk / Description | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
LM-54 "Chord"
|
Great against weak points. Allow to quickly dispatch enemies at medium range. | 170 | 60 | -2 | 144 |
MM5-4 "Vector"
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A machine gun that improves on the junior model in every way. | 390 | 74 | -3 | 171 |
ST-M23 Defender
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Great accuracy. Limited fire angle. | 390 | 140 | -3 | 144 |
M-37 Piercer
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Machine gun with extreme rate of fire and a burst fire mode. Don't expect pinpoint accuracy and huge damage, but it can provide surprising density of fire. | 570 | 127 | -3 | 195 |
Sinus-0
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A rapid machine gun with great fire density. Improves on the previous model in damage.
Perk: A direct hit increases the weapon's damage by 2% for 2 sec. Stacks up to 10 times. Resets when you miss. |
570 | 90 | -3 | 185 |
ST-M26 Tackler
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Great accuracy. Reduced energy requirements. Limited fire angle.
Perk: Increased resistance to all types of damage except energy damage. This perk is disabled when shooting. |
825 | 228 | -3 | 180 |
M-29 Protector
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Great fire density. Increased damage resistance. Limited firing angles.
Perk: Every successful hit on an enemy increases resistance to all types of damage by 2%. The effect is active for 1 sec. and stacks up to 10 times. |
825 | 213 | -3 | 170 |
M-38 Fidget
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Twin-barrel rapid-fire machine gun. Commonly used by Steppenwolfs in quick Wastleland skirmishes, where you alwaysneed to be quick on your wheels. | 825 | 145 | -3 | 220 |
Spectre-2
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Twin machine gun. Deals increased damage at the cost of higher energy drain.
Perk: A direct hit increases the weapon's damage by 5% for 2 sec. Stacks up to 10 times. Resets when you miss. |
1100 | 186 | -4 | 216 |
Caucasus
|
An intelligent defence complex. Just point at the target and it does the rest.
To start your attack, hold the trigger for a second, while keeping an enemy in the weapon's range in your crosshairs. Perk: Automatically attacks the selected target in range. |
1100 | 342 | -4 | 864 |
M-39 Imp
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This innovative Steppenwolf weapon boasts very high rate of fire. Used for setting up mobile ambushes to destroy parts of hostile armored vehicles at short range extremely quickly.
Perk: Increases damage dealt by all "Rapid-fire machine guns" by 5%. |
1200 | 209 | -3 | 280 |
Aspect
|
This machine gun requires nerves of steel to deal maximum damage. But with sufficient gunner skill it's unparalleled at medium distances.
Perk: The higher the weapon's temperature, the higher its damage. At full heat damage increases by 60%. |
1600 | 200 | -4 | 342 |
Punisher
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According to popular belief, only Nomads can escape anomalies alive. No surprises here. With the "Punisher" on their car, anyone could.
Perk: Successfully landing 40 shots increases damage by 100% for 5 seconds and minimizes spread. Misses add to the number of required shots, until reaching the default 40. |
2400 | 386 | -4 | 430 |
Miniguns[ | ]
- Bullets damage
Name | Perk / Description | Power score | Structure | Energy | Mass |
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MG13 Equalizer
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Maximum rate of fire and overheating threshold. Needs time to spin up barrels.
Perk: The longer the weapons fire, the higher its damage. After 7 sec. of uninterrupted shooting damage increases by 105%. |
825 | 163 | -3 | 216 |
MG14 Arbiter
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Three-barrelled minigun. Designed for dense fire with average acurracy at medium range. Takes time to spool up the barrells.
Perk: The longer the weapon fires, the higher its damage. After 7 sec. of uninterrupted shooting damage increases by 150%. |
1200 | 170 | -3 | 260 |
Reaper
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Cannon with the highest rate of fire and projectile velocity. Needs time to spin up barrels.
Perk: The Weapon "Reaper" does not overheat while shooting. Has limited ammo. |
2400 | 520 | -6 | 603 |
Shotguns[ | ]
- Bullets damage
Name | Perk / Description | Power score | Structure | Energy | Mass |
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Lupara
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Deadly at close range. | 255 | 63 | -3 | 68 |
Sledgehammer
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Powerful shotgun. | 390 | 115 | -3 | 54 |
Spitfire | Deadly at close range. Limited firing angle is compensated by higher durability. | 390 | 183 | -3 | 126 |
Goblin | Reduced energy requirements, deals additional damage in collisions. Part of incoming damage passes through the weapon.
Perk: Resistance to melee damage: 90%. Lets damage through: 50%. |
380 | 128 | -2 | 90 |
Junkbow
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Mass production of ammunition fell into oblivion together with the old world. Don´t worry, you can charge the Junkbow with all sorts of literal junk right from the Wasteland! | 760 | 247 | -4 | 189 |
Mace
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A powerful shotgun with good close-range efficincy.
Perk: For every 40 m. the vehicle taverses, weapon damage increases by 10%. Stacks up to 4 times. |
570 | 123 | -3 | 65 |
Leech
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Lunatics claim it's their own original "sturdy blunderbus". Yet the "Leech" looks suspiciously familiar... Deadly at close range. Limited firing angle.
Perk: While cooling down, the weapon's resistance to all damage types increases by 15%. |
570 | 190 | -3 | 135 |
Arothron
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A clever design, assembled by the hand of a nameless craftman and found who-knows-where by the Ravens.
Perk: The projectile explodes after several meters and turns into pellets, increasing its effective range. |
1100 | 280 | -4 | 378 |
Fafnir
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The engineer in charge of this metal monster's design was clearly inspired by legends of dragons. A volly from a couple of these shotguns can literally vaporise anyone who's foolish enough to stand too close.
Perk: The higher the car's speed, the lower its weapons spread. Maximum effect: +30% at 60 km/h |
1100 | 315 | -4 | 255 |
Thunderbolt
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Deadly at close range.
Perk: For every 40 m. the vehicle traverses, damage increases by 25%. Stacks up to 4 times. |
1100 | 173 | -4 | 90 |
Rupture
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This shotgun used to be exclusive to the faction of Lunatics and completely unavailable to survivors. However, the Knechte with their passion for presenting new weapons to the inhabitants of the Valley solved the problem and convinced Pete to start mass-producing it. Limited firing angle.
Perk: The weapon's resistance to all damage types increases by 15% while shooting. |
825 | 229 | -3 | 160 |
Nidhogg
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Deliberate, yet lethal force that's fit to sing songs about. The shotgun reaches its peak efficiency at close range and high speed.
Perk: The higher the car's speed, the faster the weapons reloads. Maximum efficiency: +20% at 80 km/h |
1600 | 340 | -4 | 290 |
Hammerfall
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Deadly at close range.
Perk: Every 100 m passed by the car, give one charge that's spent when shooting and guaranteed to disable the enemy's weapon rotation for 0.5 sec. Stacks up to 1 times. |
2000 | 221 | -5 | 122 |
Breaker
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Lunatic shotguns keep getting scarier. The Breaker will smash anyone who's foolish enough to come close.
Perk: When the weapon receives fatal damage, it becomes invincible for 1 second. Cooldown 35 seconds. |
3000 | 387 | -5 | 180 |
Autocannons[ | ]
- Blast damage
Name | Perk / Description | Power score | Structure | Energy | Mass |
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AC43 Rapier
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Great accuracy, but requires experience at aiming at long range. | 520 | 113 | -4 | 180 |
AC50 Storm
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Great accuracy, but requires experience at aiming at long range.
Perk: The further the target - the higher the damage. For every 100 m to current target, damage increases by 12%. |
760 | 168 | -4 | 210 |
AC64 Joule
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For this rapid-fire autocannon, Nomads experimented with aviation-grade cooling systems. They ended up with a weapon that's particularly efficent in high-spped firefights.
Perk: Weapon heating while firing slows down as your movement speed increases. Maximum heating reduction - 25% at 80 km/h. |
1100 | 216 | -4 | 240 |
AC72 Whirlwind
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Great accuracy, but requires experience at aiming at long range.
Perk: The further the target - the higher the damage. For every 100m to current target damage increases by 30%. |
1375 | 391 | -5 | 486 |
Whirl
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The autocannon that helped Sigurd and his friends many times while wandering the Wasteland. Has high rate of fire and shoots bullets instead of shells.
Perk: If there are 2 or more enemies within a 65 m radius, damage dealt by the cannon will increase by 30%. |
1100 | 457 | -4 | 729 |
Cyclone
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An arms race often becomes the engine of progress. Who would have thought that you could squeeze out additional firepower from a twin autocannon. But it happened. Moreover, Cyclone's rate of fire rises while shooting!
Perk: The longer the weapon fires, the higher its rate of fire. |
2000 | 535 | -5 | 570 |
Cannons[ | ]
- Blast damage
Name | Perk / Description | Power score | Structure | Energy | Mass |
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Avenger 57mm
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Ballistic, lead, huge damage. Has limited firing angle. | 425 | 217 | -5 | 468 |
Judge 76mm
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Ballistic, lead, huge damage. Has limited firing angle. | 650 | 320 | -5 | 585 |
Prosecutor 76mm
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Armour-piercing projectiles, ballistics, lead, huge damage. Has limited aiming angle.
Perk: Fires armor-piercing projectiles exploding after penetration of 102 pts. or 100 cm. of armor |
950 | 400 | -5 | 670 |
Executioner 88mm
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Armour-piercing projectiles, ballistics, lead, huge damage. Has limited aiming angle.
Perk: Fires armor-piercing projectiles exploding after penetration of 132 pts. or 200 cm. of armor |
1375 | 495 | -5 | 864 |
BC-17 Tsunami | Has tremendous recoil, high accuracy and high muzzle velocity.
Perk: Every 2 sec. of staying still increase damage by 10%. Stack up to 6 times. |
2400 | 746 | -6 | 1850 |
CC-18 Typhoon | This Steppenwolf project is the next step towards increasing weapon power and effective range. A direct hit with a "Typhoon" is a death sentence for any enemy.
Perk: Hitting an enemy reduces its reload speed and weapon cooling time by 40% for 3 sec. |
3600 | 950 | -6 | 2200 |
Turreted Cannons[ | ]
- Blast damage - 360° Axis
Name | Perk / Description | Power score | Structure | Energy | Mass |
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Median
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Combines the speed of autocannon projectile with the armour-piercing capabilites of cannons. Minimal blast radius, infinite ammo. | 950 | 189 | -5 | 342 |
Little Boy 6LB
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Allows for precise shots at any range in any direction. | 780 | 454 | -6 | 837 |
ZS-33 Hulk
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Alows for precise shots at any range in any direction.
Perk: A direct hit speeds up the following shot's reloading by 0.3 sec. |
1140 | 583 | -6 | 850 |
Elephant
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This 76mm tank cannon is one of the most massive weapons from the great war. Now it continues its service aboard the "Risen".
Perk: After a shot, the weapon's resistance to all damage types increases by 20% for 3 sec. |
1650 | 847 | -6 | 1300 |
ZS-34 Fatman
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Allows for precise shots at any range in any direction.
Perk: A direct hit speeds up the following shot's reloading by 0.5 sec. |
1650 | 830 | -6 | 1215 |
ZS-46 Mammoth
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Allows for precise shots at any range in any direction.
Perk: A direct hit increases the weapon's damage by 20% for 10 sec. Stacks up to 3 times. Resets when you miss. |
2400 | 1284 | -6 | 2633 |
ZS-52 Mastodon
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Allows for precise shots at any range in any direction.
Has two modes: 1. Single-shot when pressing the trigger. 2. Two-round burst when the shot is fully charged. The first shot deals less damage, but heats all parts in the explosion's radius. The second shot does not consume ammo. |
3600 | 1505 | -6 | 3038 |
Melee Weapons[ | ]
- Contact damage, unless otherwise noted
Name | Perk / Description | Power score | Structure | Energy | Mass | Damage |
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Boom
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As Lunatic field tests have demonstrated, the easiest way to destroy the target with explosives is to ram the explosives up the target's bumper.
Deals damage to the target and explodes upon impact. |
190 | 31 | -1 | 45 | 5/10 |
Lancelot
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Lunatics gave this weapons a name to honour its inventor who thought himself to be a true knight. The ill-fated Lancelot only left a scorched vehicle behind, but Psycho Pete really loved his invention.
Deals damage and explodes upon impact. Perk: The higher the car's speed, the more damage the blast deals. Max efficiency: 75% to damage at speed of 100km/h. |
275 | 57 | -1 | 144 | 8/10 |
Borer
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Deals additional damage while in contact with the target.
Resistance to blast damage: 30%. Resistance to melee damage: 75%. |
260 | 330 | -2 | 250 | 2/10 |
Buzzsaw
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Deals additional damage while in contact with the target.
Resistance to blast damage: 30%. Resistance to melee damage: 75%. |
380 | 279 | -2 | 125 | 3.3/10 |
Mauler
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Deals additional damage while in contact with the target.
Perk: Increases damage dealt by all mounted chainsaws by 10%. Resistance to blast damage: 30%. Resistance to melee damage: 75%. |
825 | 327 | -2 | 94 | 5/10 |
Lacerator
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Deals additional damage while in contact with the target.
Perk: Increases durability of all mounted chainsaws by 10%. Resistance to blast damage: 30%. Resistance to melee damage: 75%. |
825 | 401 | -2 | 188 | 4.6/10 |
Harvester
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Deals additional damage while in contact with the target.
Perk: Deals 135% more damage to enemies influenced by negative effects and to heated vehicle parts. Resistance to blast damage: 30%. Resistance to melee damage: 75%. |
1600 | 765 | -4 | 940 | 7/10 |
Unguided Rockets[ | ]
- Blast damage
Name | Perk / Description | Power score | Structure | Energy | Mass |
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Wasp
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Unguided rocket. Hard to use, but may be a deadly tool against all enemies. Launches 2 missiles in each volley. | 520 | 55 | -4 | 90 |
Pyralid
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The weapon for a budding firestarter. Helps both get into a conflict with friends and get out of it. There are two rockets in each salvo.
Perk: If both missiles of the volley hit the target, increases blast radius of the next volley by 12% for 5 sec. |
760 | 69 | -4 | 98 |
Locust
|
A course rocket with each shot hitting like a swarm of locusts. Has 2 missiles in each salvo.
Perk: If both missiles of the volley hit the target, increases blast radius of the next volley by 30% for 5 sec. |
1100 | 100 | -4 | 110 |
Cricket
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Unguided rocket. Hard to use, but may be a deadly tool against all enemies. Launches 5 missiles in each volley.
Perk:The further the target - the higher the damage. For every 100m to current target, damage increases by 100%. |
1375 | 150 | -5 | 288 |
ATGM Flute
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A type of guided missile. For a few of seconds after launch, the operator can guide the direction of the missile using a laser designator.
Perk: For each second of the missile's flight the explosive damage increases by 18%. |
550 | 47 | -2 | 81 |
Clarinet TOW
|
Guided missile. For a couple of seconds after launch the operator can guide the direction of the missile's detonation.
Only one weapon of this type can be installed on the car. Perk: Missile can be controlled in flight. |
1375 | 172 | -5 | 270 |
Homing Missiles[ | ]
- Blast damage
Name | Perk / Description | Power score | Structure | Energy | Mass |
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Pyre
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Powerful infrared-homing missile.
Perk: Homing missiles track the closest target in the aiming cone and adjust flight trajectory accordingly. |
550 | 52 | -2 | 81 |
Hurricane
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Volley of 4 infrared-homing missiles.
Perk: Homing missiles track the closest target in the aiming cone and adjust flight trajectory accordingly. |
2400 | 175 | -6 | 288 |
Grenade Launchers, Explosive damage[ | ]
Name | Perk / Description | Power score | Structure | Energy | Mass |
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GL-55 Impulse
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Automatic Grenade launcher. Difficult to use, but has great destructive power.
Perk: After 5 consecutive successful hits, the next projectile will deal additional damage. Each miss will increase the amount needed to activate the perk. |
1375 | 126 | -5 | 198 |
Retcher
|
Automatic Grenade launcher. Launches a volley of 4 very slow projectiles with ballistics.
Perk: The further the target - the higher the damage. For every 100 m to current target damage increases by 200%. |
2400 | 213 | -6 | 234 |
Energy Weapons[ | ]
- Energy damage
Name | Perk / Description | Power score | Structure | Energy | Mass | Damage Type | Damage | Fire Rate | Range |
---|---|---|---|---|---|---|---|---|---|
Synthesis
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Launches a dense batch of overheated plasma. | 760 | 175 | -4 | 158 | * Energy | 2 | 10 | 2 |
Aurora
|
Fusion of mechanics and electronics. Air cooling of barrels provides uninterrupted pulse laser rate of fire. Sadly, effective range in the atmosphere is very limited.
Perk: Heats up parts on hit. They receive up to 100% more damage depending on the amount of accumulated heat. |
1100 | 275 | -4 | 315 | * Energy | 1 | 10 | 2 |
Gravastar
|
This invention made Tachyon famous among the people of the Wasteland. The young genius was praised, asked for help, almost manipulated. After that, Tachyon disappeared from the radar for a few years and returned as an adult in the Dawn's Children. They said he had been kidnapped. But Tachyon himself and his closest friends are denying that version.
Perk: When the weapon overheats, the first projectile heats parts on hit. The shotgun also becomes heated. This effect is reset after the shot. |
1100 | 196 | -4 | 306 | 3.7 | 5.9 | 0.8 | |
Quasar
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Projects a ball lightning dealing significant damage to any matter it contacts with.
Perk: Launches a projectile straight ahead and has no recoil. |
1650 | 597 | -6 | 792 | *Blast
|
8 | 3.4 | 10 |
Prometheus V
|
It's amazing how ideas of inventions come almostsmultaneously to different people. The creator of Prometheus V, although they had worked independently, assembled a weapon very reminiscent of Synthesis. Each shot boosts the next one.
Perk: Within each burst, each shot deals 10% more damage than the previous one. |
1100 | 185 | -4 | 200 | 2 | 10 | 2 | |
Trigger
|
Thanks to the Founders, the former drilling tool became a dangerous weapon, most efficent at medium and short range.
Perk: In the final moments of the shot the beam deals 500% damage. |
1100 | 246 | -4 | 410 | 2 | 10 | 1.5 | |
Blockchain
|
Once used to be plasma metal cutter for the heaviest construction work. Now it's the final argumen in the hottest dispute.
Perk: Penetrable parts only let through 75% of damage from this weapon and receive the remaining damage. |
1100 | 260 | -4 | 340 | 5 | 5.2 | 2 | |
Pulsar
|
Tireless inventors from the Dawn's children keep updating their line of plasma cannons. "Pulsar" is the logical continuation of "Quasar" working at extreme range with maximum precision.
Perk: For every 100m, passed by the projectile, its explosion radious increases by 0.25 m. |
2400 | 693 | -6 | 950 | 8.5 | 3 | 10 | |
Helios
|
Allegedly, the early prototypes of this emiter were very unstable and took the lives of at least as many allies as they did enemies. But does all this really matter if it launches a volley of 5 plasma pellets, deals high damage and has incredible accuracy?
Perk: The enemy's cabin is dealt additional damage if all projectiles of the volley hit that target. |
1600 | 225 | -4 | 250 |
|
4 | 10 | 2 |
Spark III
|
Deals identical damage to all targets in the aiming cone. Effective against multiple enemies.
Perk: Dealing damage to an enemy also reduces its cabin power by 9% for 1 sec. The effect stacks up to 8 times. |
1600 | 435 | -4 | 360 | 1 | 3 | 1 | |
Assembler
|
The latestof the oldest welding machines, which mankind had time to come up with before the apocalypse, but just felt short of setting it up. A couple of dozen manipulations by an experienced engineer have turned it into a dealy weapon with two firing modes.
Perk: When the weapon is fully charged, damage grows up to 175 % over 2 sec. If you don't shoot in this window, the charge resets and the weapon heats up by 100%. |
2400 | 312 | -6 | 360 | 7.5 | 3.5 | 10 | |
Flash I
|
A support weapon. Deals the same damage to all targets in the targeting cone. Effective for fighting multiple enemies at once.
Perk: Dealing damage to an enemy also reduces its reload speed and cabin power (which reduces it the speed and acceleration without taking the maximum chassis speed into account) by 6% for 1 sec. The effect stacks up to 12 times. |
2400 | 544 | -4 | 450 | 1 | 3 | 1 |
Drones and Turrets[ | ]
These parts deploy autonomous combat robotics, mobile drones and stationary turrets. Every part has 4 charges, except the legendary Annihilator which boast 8 charges. Holding down the fire button destroys the currently deployed companions.
Flying Drones[ | ]
Name | Effect | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
AD-12 Falcon
|
Launches a drone with a basic machine gun. | 390 | 126 | -3 | 128 |
AD-13 Hawk
|
Launches a drone with a twin-barrel minigun. | 570 | 141 | -4 | 128 |
MD-3 Owl
|
Launches a drone with missiles equipped. | 1100 | 161 | -4 | 128 |
Annihilator
|
Previously used to deliver medium-light materials and tools to the uppoer floors of building. Causes trouble for enemies after the disaster.
Perk: When dealing damage, reduces the enemy's cabin power by 6%. The effect last 2 sec. and stacks up to 10 times. |
1600 | 190 | -4 | 200 |
Wheel Drones[ | ]
Name | Effect | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
Sidekick
|
Launches a wheeled drone with a Spectre machinegun loaded. | 760 | 141 | -4 | 256 |
Grenadier
|
Launches a mobile combat drone on wheels armed with a grenade launcher. | 1100 | 141 | -4 | 180 |
Fuze
|
Deploys mobile drones, exploding upon proximity to targets. | 1100 | 161 | -4 | 128 |
Turrets[ | ]
Name | Effect | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
DT Cobra
|
Builds a combat turret defending the perimeter for a limited time. | 390 | 126 | -3 | 128 |
T4 Python
|
Builds a combat turret defending the perimeter for a limited time. | 570 | 141 | -3 | 128 |
RT Anaconda
|
Builds a combat turret defending the perimeter with missiles for a limited time. | 1100 | 321 | -4 | 256 |
Barrier IX
|
Creates a large-radius static dence field in the activation spot, absorbing damage from fast projectiles and energy flows for a couple of seconds. | 825 | 161 | -3 | 128 |
Artillery[ | ]
- Explosion and fire damages
Name | Perk / Description | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
Incinerator
|
Launches an incendiary projectile, that leaves a burning area at the place of explosion. When you hit someone with this weapon, Firestarters scream, it seems, something about a fiery hyena. Apperently, they do not know that they are not found in Wastleland.
Perk: Explosion leaves a flammable liquid puddle dealing damage to all targets. |
1650 | 472 | -6 | 540 |
Mandrake
|
Enormous firepower and ability to deal damage from a large distance while hidden in cover are offset by significant recoil, high spread in motion and utter helplessness in melee combat.
Perk: Explosion leaves a flammable liquid puddle dealing damage to all targets. |
3200 | 689 | -8 | 2430 |
Crossbows[ | ]
Name | Perk / Description | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
Spike-1
|
When gunpowder and explosives are running dry, good old cables, springs and rebars come in handy. Works just as well.
Perk: The bolts have significant physical impulse. |
1100 | 305 | -4 | 810 |
Phoenix
|
A simple crossbow wasn't enough for Firestarter engineers, so they added a bit of explosives.
Perk: The projectile sticks to surfaces and car parts and detonates after a short interval. It can be destroyed by enemies before detonation. |
1375 | 380 | -5 | 1012 |
Toadfish
|
This giant was assembled by a nameless craftsman from an old hunting crossbow with reverse shoulders. During its wandering in the Wasteland the crossbow lost its paint, but the marks of the masterare still preserved somewhere.
Fires two bolts in burst. Suitable for accurate medium to long range fire. Perk: If the first bolt hits the target, the second bolt's impulse is significantly increased. |
1600 | 384 | -4 | 900 |
Flamethrowers[ | ]
Name | Perk / Description | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
Remedy
|
Do you lay awake at night thinking who's the one to flame? The latest no-a-flamethrower "Remedy" by Waderkvarn will answer this and a million other questions. Sparks will fly!
Perk: Heats up parts on hit. They receive up to 100% more damage depending on the amount of accumulated heat. |
1100 | 420 | -4 | 300 |
Draco
|
This used to be an agricultural flamethrower for destruction of weeds and pests. A rare case, when the essence has not changed over time.
Resistance to melee damage: 90%. Perk: Heats up parts on hit. They receive up to 100% more damage depending on the amount of accumulated heat. |
1600 | 360 | -4 | 270 |
Firebug
|
Only a madman could've dreamed up using fire in close combat. Apparently there's no shortage of madmen among the Engineers...
Perk: Heats up parts on hit. They receive up to 100% more damage depending on the amount of accumulated heat. |
2400 | 540 | -4 | 315 |
Minelayers[ | ]
- Special, see description
Name | Perk / Description | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
Kapkan
|
A curious weapon with mines that won't let a single victim elude you. Does not affect trucks and leviathans.
Perk: Places mines that fire harpoons at enemies in range. |
550 | 267 | -2 | 360 |
King
|
Places landmine with a proximity fuze that detonates if there is an enemy within range. The landmines are active for a limited time. One minelayer can place only two mines at the same time.
Perk: The mine jumps upon detonation which increases the affected area and allows the explosion to hit low-flying objects. |
825 | 240 | -3 | 540 |
Fortune
|
Launches three wheels, which roll happily and explode when they collide with an enemy or receive damage.
They are stuffed with unstable explosives, so they detonate after 8 sec. Perk: Projectiles do not detonate when hitting surfaces. |
2000 | 288 | -5 | 360 |
Porcupine
|
Lays burning barrels filled with explosive materials and metal chunks. The barrel explodes on contact with vehicles or when hit with any weapons. Self-destructs in 20 sec.
Perk: Explosion leaves a flammable liquid puddle dealing damage to all targets. |
1800 | 384 | -3 | 720 |
Uncategorized weapons[ | ]
- Special, see description
Name | Perk / Description | Power score | Structure | Energy | Mass |
---|---|---|---|---|---|
Emily
|
A revolver firing explosive projectiles from a grenade launcher.
Augustus Donner, the Knechte leader's right hand man, cherished this unique prototype and used it only for his own needs. But the gun proved itself so well in battle that it went into mass production. |
760 | 100 | -4 | 160 |
Summator
|
A retooled nail gun. Previously, it was used to drive fasteners into walls without using physical force.
Now we've changed the nails to rebars and added two firing modes. Perk: Holding down the fire button will charge up the shot for more damage. |
760 | 157 | -4 | 180 |
Corvo
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Looks very much like a gun from the very old world, when the knechte were far from roaming the Wasteland's highways. It very well may be that there were no highways back then (such savagery!). Ammunition reserves do not change. The clip is reloaded automatically.
Perk: The final projectile in the clip deals 200% more damage. |
1100 | 160 | -4 | 200 |
Adapter
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A precision pulse rifle taken over by a Ravage. It is most effective at medium range, it is perfect for survivors who do not give up until the very end and, having encounered difficultis, only become stronger.
Perk: Increases weapon damage as the vehicle's durability decrases. Maximum effect: +20% at 1% durability. |
1100 | 154 | -4 | 240 |
Skinner
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Harpoon a metal fish! This cannon launches a spear with a sturdy rope attched to it.
Penetrates up to 1 m of armor. Perk: Sticks to surfaces and car parts. Allies can detach the rope. |
550 | 342 | -2 | 378 |
Scorpion
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Boasts great accuracy, ideal for any scope.
Perk: Projectiles pierce up to 2 m of any armor with slight damage reduction. |
3600 | 552 | -6 | 900 |