Barotrauma

Barotrauma

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aWeapons Stats
By LeCrazyy
A more in depth look into the content of the mod, as steam descriptions have a limit, I'm going to put the more precise details in this guide. So if you wanted to know something more specific, this might save you from diving through the files to figure out stats and stuff about items.
Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2944310096
   
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Ammo/Projectiles/Explosives
Electric Harpoon




Fabrication:
  • Required Time: 15
  • Required Skill: Electrical 50, Weapons 20
  • Required Items: Harpoon, Copper, Aluminium

Projectile
Reusable
  • Lacerations: 35
  • Bleeding: 35
  • Stun: 0.5
  • Limb Sever Chance: 0.2
    If containing a battery above 50% also will do:
  • Burn: 12
  • Stun: 3
  • Drains contained battery by 50%:
    If containing a battery below 50% but above 10% also will do:
  • Burn: 4
  • Stun: 0.5
  • Drains contained battery by 50%:

A harpoon that can be powered by a battery to zap the target, burning and stunning them.



Grapple Harpoon [Cut Content]




Fabrication:
  • Required Time: 10
  • Required Skill: Weapons 20
  • Amount Crafted: 6
  • Required Items: Steel, Elastin

Projectile
Reusable
  • Lacerations: 35
  • Bleeding: 35
  • Stun: 0.6
  • Limb Sever Chance: 0.1

A harpoon with increased pull power, letting you get closer to your target, not entirely sure if this is always a good idea though, but it can be hella fun.



Iron Pipe (Cut Content)





Fabrication:
  • Required Time: 10 (5 due to no skill requirement)
  • Required Items: Iron * 2

Projectile
Reusable
  • Blunt Force Trauma: 35
  • Stun: 2.0

Melee Weapon
  • Swing Speed: 1
  • Blunt Force Trauma: 5

An iron pipe, when used in a pipe launcher it will also cause quite the knockback.



Pistol Pellet [Cut Content]




Fabrication:
  • Required Time: 20 (10 due to no skill requirement)
  • Amount Crafted: 12
  • Required Items: Aluminum * 3

Projectile
  • Gunshot Wound: 1
  • Lacerations: 8
  • Bleeding: 2
  • Stun: 0.1

A small pellet, mainly useful as a deterrence.



Steel Dart [Cut Content]





Fabrication:
  • Required Time: 30(15 due to no skill requirement)
  • Amount Crafted: 6
  • Required Items: Steel Bar

Projectile
  • Lacerations: 15
  • Bleeding: 1
  • Stun: 0.1

A steel dart for a syringe gun, a chemical free alternative.



Foam Dart





Fabrication:
  • Required Time: 10(5 due to no skill requirement)
  • Amount Crafted: 12
  • Required Items: Organic Fiber * 2

Projectile
  • Emotional Damage: 15

A foam dart, must fit into some gun right? Will disappear if left uncontained for too long.
The decay over time is done in a hacky manner code wise where it loses condition when not contained, but when contained its condition is restored to 100, this is why picking multiple up at once will initially fill up individual slots.



Clown Bullet





Fabrication:
  • Required Time: 45(22 due to no skill requirement)
  • Amount Crafted: 18
  • Required Items: Rubber * 2, Red Paint

Projectile
  • Emotional Damage: 35
  • Stun: 0.3

A red soft rubber bullet that somehow honks on contact.



40mm Incendiary Grenade





Fabrication:
  • Required Time: 45
  • Required Skill: Weapons 50
  • Amount Crafted: 2
  • Required Items: Iron * 2, IC-4 Block

Projectile
  • Explosion Damage: 25
  • Penetration: 0.5
    Explosion:
  • Range: 200
  • Ballast Flora Damage: 360
  • Sever Limb Chance: 0.4
  • Burn: 60
  • Burning: 15
  • Burn: 15 (20% chance)
  • Stun: 5
    Spawns 10 vanilla Incendium grenade fire emitters.

A 40mm grenade that will start a fire alongside its explosion.



40mm EMP Grenade





Fabrication:
  • Required Time: 10
  • Required Skill: Weapons 30
  • Required Items: Iron, Copper, UEX

Projectile
    Explosion:
  • Range: 300
  • EMP Strength: 5
  • EMP (Character): 70
  • Explosion Damage: 10
  • Stun: 5

A 40mm grenade that will disable electronics from its explosion.



40mm Rubber Grenade (Cut Content)





Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 20
  • Required Items: Rubber * 2
  • Amount Crafted: 2

Projectile
  • Blunt Force Trauma: 15
  • Stun: 6

A 40mm rubber blunt projectile that is good for stunning trouble makers.



Blood Thinner






Fabrication: (Medical Fabricator)
  • Required Time: 10
  • Required Skill: Medical 50
  • Required Items: Ethanol, Raptor Bane * 2
  • Amount Crafted: 2

Syringe
  • Bleed Vulnerability : 55

The chemical will thin the patients blood, making them susceptible to heavy bleeding.



Rubber Rifle Bullet





Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 30
  • Amount Crafted: 12
  • Required Items: Rubber * 2, Propulsion

Projectile
  • Blunt Force Trauma: 10
  • Stun: 2.5
    On headshot deal additional:
  • Blunt Force Trauma: 4
  • Stun: 1.5

A rubber rifle bullet for keeping order.



Incendium Pulse Laser Fuel







Fabrication:
  • Required Time: 65
  • Required Skill: Weapons 65
  • Required Items: Lithium, Alien Blood, Incendium Crystal, Aluminium.
    Can be recycled

Ammo
Clip Size: 30
  • Structure Damage: 50
  • Deep Tissue Injury: 60
  • Stun: 0.8
  • Sever Limb Chance: 1.0
  • Penetration: 0.5
    Explosion
  • Range: 500
  • Structure Damage: 55
  • Deep Tissue Injury : 45
  • Burn: 90
  • Stun: 4

Pulse laser fuelled by incendium, resulting in an explosive contact with targets.


Ammo/Projectiles/Explosives 2
Railgun Solid Shell





Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 25
  • Required Items: Steel * 2

Projectile
  • Structure Damage: 80
  • Lacerations: 250
  • Bleeding: 50
  • Stun: 25
  • Sever Limb Chance: 5.0
  • Penetration: 0.5
    Can pierce up to 3 limbs.

A railgun shell filled in with more steel,no longer explodes or can hold additional explosives but hits heavier on direct hits.



Railgun Breaker Shell





Fabrication:
  • Required Time: 20
  • Required Items: Steel * 2, Titanium Aluminum Alloy

Projectile
  • Structure Damage: 80
  • Lacerations: 350
  • Bleeding: 25
  • Stun: 30
  • Sever Limb Chance: 8.0
  • Penetration: 0.8

A railgun shell designed to break armour of hard shelled creatures.



Spineling Dart [Cut Content]




Fabrication:
  • Required Time: 30(15 due to no skill requirement)
  • Amount Crafted: 3
  • Required Items: Spineling Spike

Projectile
  • Lacerations: 10
  • Bleeding: 15
  • Stun: 0.1
  • Penetration: 0.1

A dart fashioned from the spikey bones of a Spineling.



Depleted Fuel Chaingun Ammunition Box







Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 35
  • Required Items: Core * 3, Propulsion, Aluminum, Depleted Fuel * 2
    Can be recycled

Ammo
Clip Size: 500
  • Structure Damage: 20
  • Lacerations: 12
  • Bleeding: 2
  • Radiation Sickness: 4
  • Stun: 0.025
  • Stun: 0.025 (50% chance)
  • Sever Limb Chance: 1.0
  • Penetration: 0.3

A heavy box of depleted fuel ammunition for the chaingun. Along with increased penetration, the ammo has been special-made to also inflict radiation sickness on the target.


Pulse Electric Fuel Box







Fabrication:
  • Required Time: 65
  • Required Skill: Weapons 50, Electrical 20
  • Required Items: Lithium * 2, Alien Blood, Aluminium.
    Can be recycled

Ammo
Clip Size: 35
  • Structure Damage: 10
  • Burn: 40
  • Stun: 2
  • Penetration: 0.4
    Discharge Coil: (Zapps twice over 1 second)
  • Range: 500
  • Burn: 10 * 2
  • Stun: 3 * 2
    Explosion:
  • Range: 150
  • EMP Strength: 1
  • EMP (Character): 5% of vitality.

A box containing a mix of chemicals and a specialized power supply capable of burning and stunning the recipient and nearby creatures.



Nail Cartridge




Fabrication:
  • Required Time: 20 (10 due to no skill requirement)
  • Required Items: Iron * 3

Ammo
Clip Size: 40
  • Lacerations: 3
  • Bleeding: 1
    When contained by anailrifle tagged item (aka the nail rifle) does the following damage instead but consumes ammo at twice rate:
  • Lacerations 15
  • Bleeding: 6
  • Stun: 0.05

It may not be the most effective method of killing things, but dozens of nails stuck in someone lets you call them a porcupine.



Twin-Linked Ammo Box







Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 40
  • Required Items: Core, Advanced Core, Aluminum
    Can be recycled

Ammo
Clip Size: 100 (50 two shot bursts)
  • Structure Damage: 20
  • Lacerations: 38
  • Bleeding: 5
  • Stun: 0.1
  • Sever Limb Chance: 0.4
  • Penetration: 0.15

Contains Twin-Linked Gun Ammunition, large and powerful shells, capable of heavy damage to any of Europa's nastiest fauna.



Physicorium Twin-Linked Gun Ammo Box







Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 55
  • Required Items: Core, Advanced Core, Physicorium, Aluminum
    Can be recycled

Ammo
Clip Size: 80 (40 two shot bursts)
  • Structure Damage: 20
  • Lacerations: 55
  • Bleeding: 4
  • Stun: 0.3
  • Sever Limb Chance: 0.5
  • Penetration: 0.4

Contains a belt of heavy shells for the Twin-Linked gun, made from the resilient material Physicorium, straight up increased damage and stopping power, as well as penetrating armor easier.



Dementonite Twin-Linked Gun Ammo Box







Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 55
  • Required Items: Core, Advanced Core, Dementonite, Aluminum
    Can be recycled

Ammo
Clip Size: 80 (40 two shot bursts)
  • Structure Damage: 20
  • Lacerations: 30
  • Bleeding: 15
  • Psychosis: 15
  • Stun: 0.3
  • Sever Limb Chance: 0.1
  • Penetration: 0.8
    Over the next 25 seconds, will deal constant: 1.5 Internal Damage (stackable)

Contains ammunition made from the poorly understood living metal Dementonite, this application of the metal rounds when pierced into a target will rapidly expand for a short duration causing significant internal damage before it stops.



Explosive Dart





Fabrication:
  • Required Time: 30 (15 because no skill requirement)
  • Amount Crafted: 8
  • Required Items: Steel, C4 Block.

Projectile
  • Lacerations: 3
  • Bleeding: 1
  • Stun: 0.1
    Explosion:
  • Burn: 20
  • Deep Tissue: 20
  • Bleeding: 10
  • Stun: 1

A dart causing a small explosion on impact with the recipient.

Ammo/Projectiles/Explosives 3
Steam Turret Barrel







Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 30
  • Required Items: Aluminium * 2, Ethanol
    Can be recycled

Ammo
Clip Size: 1000 (Insane fire rate goes through this faster than you'd expect)
  • Explosion: (7 per shot, damage varies heavily based on distance as explosions will clump to closer targets)
  • Range: 100
  • Burn: 1.25
  • Steam Slow: 5

Feeds fuel into the turret in order to produce the required heat.



Steam Turret Incendium Barrel







Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 30
  • Required Items: Aluminium * 2, Ethanol, Incendium Crystal
    Can be recycled

Ammo
Clip Size: 1000 (Insane fire rate goes through this faster than you'd expect)
  • Explosion: (7 per shot, damage varies heavily based on distance as explosions will clump to closer targets)
  • Range: 100
  • Burn: 3
  • Steam Slow: 5

A barrel for the steam turret that uses Incendium to provide an absurd amount of heat.



Steam Turret Acid Barrel







Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 30 , Medical 25 (Medical 50 for aWeapons)
  • Required Items: Aluminium * 2, Ethanol, Sulphuric Acid
    Can be recycled

Ammo
Clip Size: 1000 (Insane fire rate goes through this faster than you'd expect)
  • Explosion: (7 per shot, damage varies heavily based on distance as explosions will clump to closer targets)
  • Range: 100
  • Burn: 2.5
  • Steam Slow: 7

A barrel consisting of a mix of ethanol and sulphuric acid, a gruesome concoction, heavy damage and more slow.



Deployable Mine






Fabrication:
  • Required Time: 60
  • Required Skill: Weapons 50
  • Amount Crafted: 3 (Comes stored within a crate)
  • Required Items: Steel Bar * 2, C-4 Block *3
    Can be recycled

Projectile
Provocative to enemies within 50m
  • Penetration: 0.6
  • Sever Limb Probability: 5
  • Explosion Damage: 25
  • Bleeding: 50
  • Stun: 15
  • Explosion:
  • Range: 750
  • Explosion Damage: 700
  • Bleeding: 15
  • Stun: 7

A heavy explosive mine to be used within the Mine Deployer, produces a small range sonar signal to entice creatures into it.



Deployable Shrapnel Mine






Fabrication:
  • Required Time: 60
  • Required Skill: Weapons 50
  • Amount Crafted: 3 (Comes stored within a crate)
  • Required Items: Steel Bar * 2, Propulsion, Core *3
    Can be recycled

Projectile
Provocative to enemies within 50m
  • Penetration: 0.3
  • Sever Limb Probability: 5
  • Explosion Damage: 5
  • Bleeding: 5
  • Stun: 8
  • Explosion:
  • Range: 100
  • Explosion Damage: 10
  • Bleeding: 50
  • Lacerations: 75
  • Stun: 5
  • Explosion:
  • Range: 750
  • Bleeding: 100
  • Lacerations: 100
Spawns 16 Shrapnel pieces on impact that spread all around:
Pierces up to 10 limbs
  • Penetration: 0.1
  • Sever Limb Probability: 0.4
  • Bleeding: 8
  • Lacerations: 14
  • Stun: 0.1

A mine that released shrapnel all around upon exploding, less damaging to structures, produces a small range sonar signal to entice creatures into it.



Deployable Acid Mine






Fabrication:
  • Required Time: 60
  • Required Skill: Weapons 50
  • Amount Crafted: 3 (Comes stored within a crate)
  • Required Items: Steel Bar * 2, Sulphuric Acid * 3
    Can be recycled

Projectile
Provocative to enemies within 50m
  • Explosion Damage: 5
  • Bleeding: 5
  • Stun: 2
  • Explosion:
  • Range: 300
  • Explosion Damage: 15
  • Bleeding: 5
  • Stun: 3
    Spawns 10 emitter projectiles around it that spawn Acid Mist Emitters from vanilla grenades every 0.1 seconds over 0.5 seconds.

A mine that explodes on contact and releases clouds of potent acid. Produces a small range sonar signal to entice creatures into it.



Deployable Nuclear Mine






Fabrication:
  • Required Time: 90
  • Required Skill: Weapons 50
  • Amount Crafted: 3 (Comes stored within a crate)
  • Required Items: Steel Bar * 2, IC-4 Block *3, Uranium * 3
    Can be recycled
Projectile
Provocative to enemies within 50m
  • Penetration: 0.6
  • Sever Limb Probability: 5
  • Explosion Damage: 25
  • Bleeding: 50
  • Stun: 15
  • Explosion:
  • Range: 1500
  • Penetration: 0.6
  • Sever Limb Probability: 2
  • Explosion Damage: 1000
  • Burn: 1200
  • Radiation Sickness: 100
  • Bleeding: 40 (5% chance)
  • Stun: 30
  • Explosion:
  • Range: 1750
  • EMP: 3
  • EMP (Character): 75

A mine that explodes on contact and releases clouds of potent acid. Produces a small range sonar signal to entice creatures into it.



Pulse Cannon Fuel Box







Fabrication:
  • Required Time: 45
  • Required Skill: Weapons 55
  • Required Items: Lithium * 2, Alien Blood, Aluminium.
    Can be recycled

Ammo
Clip Size: 5
  • Structure Damage: 75
  • Deep Tissue Injury: 200
  • Burn: 300
  • Stun: 10
  • Sever Limb Chance: 1.0
  • Penetration: 0.6
    Explosion
  • Range: 300
  • Structure Damage: 30
  • Deep Tissue Injury : 50
  • Burn: 150
  • Stun: 5

A box containing arranged chemicals and a limited amount of large focusing lens designed for use within the Pulse Cannon, used for inducing the intense bursts of energy. Used as ammo by the Pulse Cannon.

Ammo/Projectiles/Explosives 4
Pulse Cannon Electric Fuel Box







Fabrication:
  • Required Time: 45
  • Required Skill: Weapons 50, Electrical 20.
  • Required Items: Lithium * 3, Alien Blood, Aluminium *2.
    Can be recycled

Ammo
Clip Size: 5
  • Structure Damage: 50
  • Deep Tissue Injury: 150
  • Burn: 250
  • Stun: 15
  • Sever Limb Chance: 1.0
  • Penetration: 0.4
    Electric Discharges Twice:
  • Range: 3000
  • Burn: 70
  • Stun: 8

A box containing a mix of chemicals, some large focusing lens and a specialized power supply capable of heavily burning and stunning the recipient and nearby creatures. Used as ammo by the Pulse Cannon.
Wreck/Unique
Honk Hammer





Drop Table:
  • wreckarmcab,abandonedarmcab: 5%

Melee Weapon
    Two Handed
  • Reload: 1
  • Psychosis: 5 (Double if not a clown)
  • Stun: 0.8
  • Skip and Run: 500(Self and target, clowns only.)
  • Skip and Run: 100 (Non clown targets)

A gold gilded toy hammer with a bikehorn on the end, goes honk when hitting people, additionally causing psychosis and a small boost in speed to non clowns, while providing a massive speed boost to clowns, be it the person being hit or the person doing the hitting.



Rippa




Drop Table:
  • wreckarmcab,abandonedarmcab: 4%
  • abandonedstoragecab: 4%
  • beaconsupplycab: 2%

Melee Weapon
    One Handed
  • Reload: 0.9
  • Lacerations: 10
  • Bleeding: 20
  • Stun: 0.2

A rusty jagged machete, cuts very deep wounds that leaves the recipient in a puddle of blood.



Bad Medicine




Drop Table:
  • wrecksecarmcab,abandonedsecarmcab: 4%

Melee Weapon
    One Handed
  • Reload: 0.7
  • Lacerations: 10
  • Bleeding: 10
  • Bleed Vulnerability: 2
  • Stun: 0.2

A knife coated in blood thinning agents, each stab resulting in stacking bleed vulnerability.



Bullshot






Drop Table:
  • wrecksecarmcab,abandonedsecarmcab: 4%

Ranged Weapon
    Two Handed
  • Ammo Type: Handcannon round
  • Reload: 2.4
  • Capacity: 2
  • Weapon Damage Multiplier: 1.2 (20% more)
  • Spread: 2-10
  • 0.25 stun on self when shot

A modified large hand cannon with decorated engravings.



Hailstorm






Drop Table:
  • wrecksecarmcab,abandonedsecarmcab: 5%
  • secarmcab: 20% (Mission mode only)

Ranged Weapon
    Two Handed
  • Ammo Type: SMG Magazines
  • Reload: 0.35 - 0.15 (Firerate increases while firing)
  • Weapon Damage Multiplier: 0.9 (40% less due to smg being 1.3)
  • Spread: 18-26

Part of a limited run of SMG models, limited due to being banned by the Coalition due to the ridiculous fire rate mechanism.



Antique Sabre (Cut Content)




Drop Table:
  • wreckarmcab,abandonedarmcab: 4%
  • abandonedstoragecab,beaconsupplycab: 4%

Melee Weapon
    One Handed
  • Reload: 0.85
  • Lacerations: 15
  • Bleeding: 13
  • Stun: 0.3

A old antique sabre, could fetch a good price in a city.
Sell Price: 1150



Antique Rifle (Cut Content)






Drop Table:
  • wrecksecarmcab,abandonedsecarmcab: 4%
  • secarmcab: 20% (Mission mode only)

Ranged Weapon
    Two Handed
  • Ammo Type: Rifle Bullets
  • Reload: 6-10
  • Capacity: 6
  • Weapon Damage Multiplier: 1.2 (20% more)
  • Spread: 0-6

An old antique rifle, would fetch a good price at a city, or could still be used as a lethal but slow weapon.
Sell Price: 1300



Shredder







Drop Table:
  • wreckarmcab,abandonedarmcab,abandonedstoragecab: 4%

Repair Tool:
Two Handed
Range: 15
Structure Fix Amount: -0.2
Level Wall Fix Amount: -8.0
Battery Cell Drain: -1.0
Damage against creatures: 25 Lacerations. 30 Bleeding. 0.5 Stun.

A battery powered handheld buzzsaw, must have lost the safety instructions somewhere, real shame.



Alien Knife




Drop Table:
  • ruinstorage,ruinstoragesmall: 3%
  • ruinstoragelarge: 8%
  • ruintreasure: 15%

Melee Weapon
    One Handed
  • Reload: 0.75
  • Lacerations: 14
  • Bleeding: 10
  • Psychosis: 8
  • Stun: 0.2

Healing per hit
  • Numbing Overdose 0-29 : 2
  • Numbing Overdose 30-49: 3
  • Numbing Overdose 50-69: 5
  • Numbing Overdose 70-79: 7
  • Numbing Overdose 80-100: 10
    Healed Affliction Types: Lacerations, Blunt Force Trauma, Bite Wounds, Gunshot Wound, Internal Damage.

A sharp knife like tool, when stabbed into creatures, it seems to numb the bearers pain, increasingly so with usage.



Alien Shotgun






Drop Table:
  • ruinstorage,ruinstoragesmall: 2%
  • ruinstoragelarge: 4%
  • ruintreasure: 8%

Ranged Weapon
    Two Handed
  • Ammo Type: Alien Shotgun Power Cell
  • Reload: 1
  • Spread: 2-6

An alien weapon, similar in function to a shotgun.



Alien Shotgun Power Cell






Drop Table:
  • aalienshotgun: 100%
  • ruinstoragelarge: 10%
  • ruintreasure: 25%

Ammo
Clip Size: 10
  • Hitscan Amount: 10
  • Explosion Damage: 1.5 * 10
  • Burn: 3.5 * 10
  • Stun: 0.06 * 10
  • Sever Limb Chance: 0.1

A power cell for the alien shotgun.



Alien Spiker






Drop Table:
  • ruinstorage,ruinstoragesmall: 2%
  • ruinstoragelarge: 6%
  • ruintreasure: 10%

Ranged Weapon
    Two Handed
  • Ammo Type: Incendium Ball
  • Reload: 0.2
  • Spread: 10

An alien weapon, it shoots heated incendium spikes into things, which then explode in a ball of heat after a short period of time.



Incendium Ball





Drop Table:
  • aalienspiker: 100%
  • ruinstorage,ruinstoragesmall: 7%
  • ruinstoragelarge: 10%
  • ruintreasure: 40%

Ammo
Clip Size: 25
  • Lacerations: 7
  • Bleeding: 3
    After 3.3 seconds, will explode doing the following:
    Explosion
  • Range: 75
  • Burn: 30
  • Explosion Damage: 12
  • Incremental Stun: 10
  • Sever Limb Chance: 0.2

A ball of heated moldable incendium, when used in a spiker it forms into a heated spike that will explode shortly after impaling its target.

Wreck/Unique 2
Lead Sprinkler






Drop Table:
  • abandonedsecarmcab: 2%
  • Can spawn on Bandit Leaders if aWeapons distributed is installed.

Ranged Weapon
    One Handed
  • Ammo Type: Pistol Magazines
  • Reload: 0.12
  • Weapon Damage Multiplier: 0.9 (10% less)
  • Spread: 30-40

A golden engraved automatic pistol, a very fast fire rate that will chew through all your ammunition.



Jar of Eggs [Cut Content]




Drop Table:
  • wrecktoxcab,wrecktoxcontainer: 13%
  • abandonedtoxcab: 8%
  • toxcab: 75% (Mission mode only)

Throwable Explosive
    Explosion
  • Range: 300
  • Husk Infection: 10
  • Bleeding: 5
  • Stun: 0.1

A jar teeming with active Velonaceps Calyx Eggs, it is recommended you do not drop it.



Mother's Maul






Drop Table:
  • abandonedcrewcab,wreckcrewcab,beaconsupplycab: 4%

Melee Weapon
    Two Handed
  • Reload: 1.7
  • Penetration: 0.4
  • Blunt Force Trauma: 30
  • Stun: 1.2
  • 0.2 self stun per swing
  • 0.8 self stun per swing (10% chance)

A eccentric and theatrical designed hammer with lights on the top. Hitting hard but being hard to wield.



Experimental - Concentrated Overvolt Repeater (E-COR)






Event Exclusive:
  • Acquired via the one time ECOR event that can spawn in the lab of cities:

Ranged Weapon
    Two Handed
  • Held Item
  • Charge Time: 0.3
  • Ammo Type: E-COR Battery Cell
  • Reload: 0.9
  • Spread: 2-6

A prototype weapon that uses a special battery to supercharge electric bolts that can be sent out of the coil as a projectile, causing deep burns to the impacted creature.



E-COR Battery Cell




Event Exclusive:
  • Acquired via the one time ECOR event that can spawn in the lab of cities:

Ammo
Clip Size: 13
Rechargeable like batteries
    Shoots two projectiles:
  • Burn: 10 * 2
  • Stun: 2 * 2
  • Zapped: 35

A prototype battery for the E-COR, it is specifically designed to fit into the the E-COR and provide it with the sudden bursts of power it requires.



Fun Cannon






Event Exclusive:
  • Acquired via the main clown questline in the item variety pack or a one time event that spawns in any outpost if running aWeapons instead:

Ranged Weapon
    Two Handed
  • Ammo Type: ???
  • Reload: Unique* (Requires winding via a button to shoot again)
  • Spread: 1

A strange weapon requiring winding of a music box to reload. The ammunition in the chamber is unpredictable and how it is put inside there is unknown.



Fun Cannon Ammo Types




  • One of the following are randomly loaded before shooting the Fun Cannon:

Metal Box
    Projectile:
  • Blunt Force Trauma: 25
  • Stun: 5

Rubber Duck
    Projectile:
  • Blunt Force Trauma: 5
  • Stun: 2

Coconut
    Projectile:
  • Blunt Force Trauma: 8
  • Stun: 3.2

Bike Horn
    Projectile:
  • Blunt Force Trauma: 10
  • Stun: 1.5

Alien Projectile
    Projectile:
  • Explosion Damage: 10.5
  • Burn: 15
  • Stun: 0.1

Bean Bag
    Projectile:Shoots 10 projectiles
  • Lacerations: 5
  • Stun: 0.3

Banana Peel
    Shoots a banana peel in front of you to slip up people or creatures:

Firework
    Projectile:
  • On Impact Lingers and explodes 6 times in total
    Explosion:
    Range: 100
  • Burn: 10 * 6




Trophy Hunter





Drop Table:
  • wreckarmcab,abandonedarmcab,piratearmcab: 4%

Ranged Weapon
    Two Handed
  • Ammo Type: Harpoons
  • Reload: 3.5
  • Weapon Damage Multiplier: 1.5 (50% more)
  • Spread: 1-10

A enormous and powerful Harpoon Gun, delivering lethal singular shots, but with a long pause between them.



Racker (Cut Content)





Drop Table:
  • wrecksecarmcab,abandonedsecarmcab,piratesecarmcab: 4%


Ranged Weapon
    Two Handed
  • Ammo Type: Shotgun Shells
  • Capacity: 8
  • Reload: 1.6
  • Spread: 2-6
  • Weapon Damage Multiplier: 1.1 (10% more)

A custom pump action shotgun, slow due to having to rack every shot, but offering additional firepower and capacity.



Hand Shotgun





Drop Table:
  • wrecksecarmcab,abandonedsecarmcab,piratesecarmcab: 5%

Ranged Weapon
    One Handed
  • Ammo Type: Shotgun Shells
  • Capacity: 4
  • Reload: 1.0
  • Spread: 2-5
  • Weapon Damage Multiplier: 0.8 (20% less)
  • 0.2 stun on self when shot

A small compact Shotgun, less powerful but still a bit of kick on shooting.

Makeshift (All Cut Into own mod now)
Taser Screwdriver [Cut Content]



Fabrication:
  • Required Time: 10
  • Required Skill: Electrical 30
  • Required Items: Screwdriver, Rubber, Copper

Melee Weapon
    One Handed
  • Reload: 1.0
  • Lacerations: 5
  • Bleeding: 2
  • Stun: 0.05
    When powered by a regular battery will also:
  • Stun: 0.3
  • Incremental Stun: 35
    When powered by a fulgurium battery will also:
  • Stun: 0.3
  • Incremental Stun: 55
    40% chance to also stun yourself:
  • Stun: 3

An unreliable taser created from a screwdriver and some copper wiring, requires batteries to cause a shock, and the basic rubber hand protection is not exactly perfect, occasionally resulting in stunning yourself.



Pipe Launcher





Fabrication:
  • Required Time: 25
  • Required Skill: Weapons 20
  • Required Items: Copper * 4, Plastic, Grganic Fiber

Ranged Weapon
    Two Handed
  • Ammo Type: Iron Pipes
  • Reload: 3
  • Spread: 6

A crude instrument for launching pipes at high velocity.



Spineling Knife [Cut Content]




Fabrication:
  • Required Time: 10
  • Required Skill: Weapons 15
  • Required Items: Spineling Spike, Organic Fiber

Melee Weapon
    Two Handed
  • Reload: 0.75
  • Lacerations: 5
  • Bleeding: 13
  • Stun: 0.2
  • Sever Limb Chance: 0.1
  • Penetration: 0.1

A spineling spike turned into a knife, causes a decent amount of bleed and has a small amount of penetration.



Makeshift Revolver





Fabrication:
  • Required Time: 35
  • Required Skill: Weapons 25
  • Required Items: Copper * 4, Steel Bar

Ranged Weapon
    One Handed
  • Ammo Type: Revolver Rounds
  • Capacity: 6
  • Reload: 0.9
  • Weapon Damage Multiplier: 0.85 (15% less)
  • Spread: 2-6

A revolver of remarkably bad craftsmanship.



Makeshift SMG





Fabrication:
  • Required Time: 30
  • Required Skill: Weapons 30
  • Required Items: Copper * 2, Steel Bar * 2

Ranged Weapon
    Two Handed
  • Ammo Type: SMG Magazines
  • Reload: 0.24
  • Weapon Damage Multiplier: 1.15 (15% less than regular SMG which has 1.3)
  • Spread: 25-30

A SMG of incredibly bad craftsmanship.



Makeshift Shotgun





Fabrication:
  • Required Time: 30
  • Required Skill: Weapons 30
  • Required Items: Copper * 3, Plastic, Rubber

Ranged Weapon
    Two Handed
  • Ammo Type: Shotgun Shells
  • Capacity: 1
  • Reload: 1.2
  • Weapon Damage Multiplier: 0.85 (15% less)
  • Spread: 6-8
  • 0.2 stun on self when shot

A shotgun of horrifically bad craftsmanship.



Makeshift Rifle





Fabrication:
  • Required Time: 35
  • Required Skill: Weapons 35
  • Required Items: Copper, Plastic, Steel Bar * 2, Organic Fiber

Ranged Weapon
    Two Handed
  • Ammo Type: Rifle Rounds
  • Capacity: 1
  • Reload: 2.2-6.5
  • Weapon Damage Multiplier: 0.85 (15% less)
  • Spread: 2-6
  • 0.3 stun on self when shot (less than 30 weapons only)
  • 0.2 stun on self when shot (less than 50 weapons only) (30% chance)

A rifle of frankly not good craftsmanship.



Scrap Shield




Fabrication:
  • Required Time: 60 (30 because no skill requirement)
  • Required Items: Iron * 4

Shield
Two Handed
Health: 350

A large chunk of scrap iron forged into a protective barrier known as a shield, incredibly heavy, but will take a good amount of damage before breaking.



Makeshift Revolver Round





Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 20
  • Amount Crafted: 12
  • Required Items: Propulsion, Core, Jacket

Ammo
  • Gunshot Wound: 18
  • Bleeding: 12
  • Stun: 0.24
  • Sever Limb Chance: 0.1
  • Penetration: 0.05

A revolver round of less than optimal craftsmanship.



Makeshift Pistol Magazine (cut content)




Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 20
  • Amount Crafted: 2
  • Required Items: Core, Jacket * 2, Propulsion.

Ammo
Clip Size: 9
  • Gunshot Wound: 16
  • Bleeding: 8
  • Stun: 0.12
  • Sever Limb Chance: 0.02
  • Penetration: 0.02

A pistol magazine of abhorrent craftsmanship.



Makeshift Shotgun Shell





Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 20
  • Amount Crafted: 6
  • Required Items: Propulsion, Core, Jacket * 2

Ammo
  • Hitscan Amount: 8
  • Gunshot Wound: 6.4
  • Bleeding: 4.8
  • Stun: 0.08
  • Sever Limb Chance: 0.25

A shotgun shell of shoddy craftsmanship.



Makeshift SMG Magazine





Fabrication:
  • Required Time: 40
  • Required Skill: Weapons 20
  • Amount Crafted: 1
  • Required Items: Core, Propulsion, Jacket * 2

Ammo
Clip Size: 21
  • Gunshot Wound: 10
  • Bleeding: 10
  • Stun: 0.16 (10% chance)
  • Sever Limb Chance: 0.05

A SMG magazine of dire craftsmanship.



Makeshift Rifle Bullet





Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 20
  • Amount Crafted: 6
  • Required Items: Propulsion, Core, Jacket, Advanced Tip

Ammo
  • Gunshot Wound: 41.25
  • Bleeding: 24.75
  • Stun: 0.45
  • Stun: 0.6 (15% chance)
  • Sever Limb Chance: 0.25
  • Penetration: 0.22
    On headshot deal additional:
  • Gunshot Wound: 7.5
  • Stun: 0.8

A rifle bullet of atrocious craftsmanship.



Makeshift 2 (all cut into own mod now)
Makeshift Handcannon Round




Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 35
  • Amount Crafted: 6
  • Required Items: Propulsion, Advanced Core, Advanced Jacket, Advanced Tip

Ammo
  • Gunshot Wound: 52.5
  • Bleeding: 37.5
  • Stun: 1.12
  • Sever Limb Chance: 0.5
  • Penetration: 0.25

A handcannon round of disgusting craftsmanship.



Makeshift Assault Rifle Magazine





Fabrication:
  • Required Time: 40
  • Required Skill: Weapons 30
  • Required Items: Advanced Core, Magnesium, Advanced Jacket, Advanced Tip, Jacket

Ammo
Clip Size: 20
  • Gunshot Wound: 24
  • Bleeding: 12
  • Stun: 0.2
  • Stun: 0.4 (20% chance)
  • Penetration: 0.1
  • Sever Limbs Chance: 0.1

A assault rifle magazine of unspeakable crimes against craftsmanship.



Makeshift Molotov (Cut Content)




Throwable Explosive
    Explosion
  • Range: 50
    4 in 5 chance to start a fire
  • Fire Size: 1
    Constantly Burn self when held in hand
  • Burn: 0.01

A improvised molotov that just barely produces a flame. Be careful though as it's hot to handle and not entirely reliable at creating a lasting flame.


Blueprint Items
Blueprints






Fabrication:
  • Required Time: 120 (60 be6cause no skill requirement)
  • Required Items: Organic Fiber

All the items below will require their named blueprint to be crafted and read before gaining the recipe, each blueprint item will list in the item description the required skills, if you have those hold right click to learn the blueprint, when the item is fully consumed, you will gain a talent named Unlocked "x" Recipe, which will allow you to craft the specified item.




Pistol





Fabrication:
  • Required Time: 35
  • Required Skill to learn blueprint: Weapons 35
  • Required Skill: Weapons 35
  • Required Items: Plastic * 2, Steel Bar, Titanium

Ranged Weapon
    One Handed
  • Ammo Type: Pistol Magazines
  • Reload: 0.32
  • Spread: 0-1

A simple low caliber pistol, cost effective and safe enough to give to crewmates you don't quite trust enough yet.



Silenced Pistol





Fabrication:
  • Required Time: 35
  • Required Skill to learn blueprint: Weapons 35
  • Required Skill: Weapons 35
  • Required Items: Pistol, Aluminium

Ranged Weapon
    One Handed
  • Ammo Type: Pistol Magazines
  • Reload: 0.32
  • Spread: 0-1
  • Sound Range Reduced: From 4000 to 750

Good for quietly dealing with troublesome individuals, or not being heard by the bigger fish.



Heavy Pistol





Fabrication:
  • Required Time: 35
  • Required Skill to learn blueprint: Weapons 55
  • Required Skill: Weapons 60
  • Required Items: Titanium * 2, Steel * 2, Plastic * 2

Ranged Weapon
    Two Handed
  • Ammo Type: Pistol Magazines
  • Reload: 0.6
  • Spread: 0-3
  • Weapon Damage Multiplier: 1.4 (40% more)

A heavier pistol option, trading in fire rate and dual wield potential for an increase in damage.



Pistol Magazine




Fabrication:
  • Required Time: 20
  • Required Skill to learn blueprint: Weapons 35
  • Required Skill: Weapons 35
  • Amount Crafted: 2
  • Required Items: Core, Propulsion, Steel Bar, Jacket
    Can be recycled

Ammo
Clip Size: 9
  • Gunshot Wound: 16
  • Bleeding: 8
  • Stun: 0.15
  • Sever Limb Chance: 0.1
  • Penetration: 0.05

A magazine for a pistol.



Rotating Rifle





Fabrication:
  • Required Time: 30
  • Required Skill to learn blueprint: Weapons 50
  • Required Skill: Weapons 50
  • Required Items: Rifle, Copper * 2, Steel Bar

Ranged Weapon
    Two Handed
  • Ammo Type: Rifle Bullets
  • Capacity: 6
  • Reload: 0.5-0.8
  • Spread: 5-8
  • Weapon Damage Multiplier: 0.9 (10% less)

A modified rifle, giving it a rotating chamber for faster fire rate at the cost of a small damage penalty.



Double Barrel Shotgun (Cut Content)





Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Weapons 60
  • Required Skill: Weapons 55
  • Required Items: Titanium Aluminum Alloy * 2, Steel Bar * 3, Plastic

Ranged Weapon
    Two Handed
  • Ammo Type: Shotgun Shells
  • Capacity: 1 * 2
  • Reload: 2
  • Spread: 1
  • Weapon Damage Multiplier: 0.9 (10% less)
  • Fires both barrels at once!

Twice the blammo, twice the ammo management.



Coalition Justice (Cut Content)





Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Helm 60
  • Required Skill: Helm 60
  • Required Items: Revolver, Fulgurium Chunk, Plastic, Blue Paint

Ranged Weapon
    One Handed
  • Ammo Type: Revolver Rounds
  • Capacity: 4
  • Reload: 1.2
  • Spread: 6-8
  • Weapon Damage Multiplier: 1.25 (25% more)

A custom revolver that packs quite the punch, adorned with coalition markings.



Separatist Judgement (Cut Content





Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Helm 60
  • Required Skill: Helm 60
  • Required Items: Revolver, Fulgurium Chunk, Plastic, Green Paint

Ranged Weapon
    One Handed
  • Ammo Type: Revolver Rounds
  • Capacity: 4
  • Reload: 1.2
  • Spread: 6-8
  • Weapon Damage Multiplier: 1.25 (25% more)

A custom revolver that packs quite the punch, adorned with separatist markings.



Acid Thrower






Fabrication:
  • Required Time: 30
  • Required Skill to learn blueprint: Medical 60
  • Required Skill: Medical 60
  • Required Items: Plastic * 3, Incendium Crystal, Titanium

Repair Tool:
Two Handed
Range: 550
Sulfuric Acid Drain: -6.0
Damage against creatures: 1.6 Acid Burn
Damage against creatures: 50 Slow.
On failed skill check, damage self by 1 acid burn (20% chance)


A very important item for any doctor, an acid spraying device, it lacks the stopping power of a gun, but can quickly deal a lot of damage to grouped together foes.



Pocket Shotgun (Cut Content)





Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Weapons 50
  • Required Skill: Weapons 50
  • Required Items: Revolver, Steel Bar, Plastic

Ranged Weapon
    One Handed
  • Ammo Type: Shotgun Shells
  • Capacity: 4
  • Reload: 1.0
  • Spread: 2-5
  • Weapon Damage Multiplier: 0.8 (20% less)
  • 0.2 stun on self when shot

"Is that a shotgun in your pocket? Or are you just happy to see me?" - Last words from Fitzgerald Franz, a clown performer on St Musk Station.

Blueprint Items 2
Pipe Launcher MK2 [Cut Content]






Fabrication:
  • Required Time: 45
  • Required Skill to learn blueprint: Mechanical 50
  • Required Skill: Mechanical 35
  • Required Items: Steel bar * 3, Plastic * 2, Aluminum

Ranged Weapon
    Two Handed
  • Ammo Type: Iron Pipes
  • Capacity: 1 * 6
  • Reload: 2
  • Spread: 6
  • Weapon Damage Multiplier: 1.1 (10% more)

An upgraded less crude device for launching pipes at high velocity, this time with 6 slots and slightly more powerful force.



Discharge Coil Trap [Cut Content]





Fabrication:
  • Required Time: 45
  • Required Skill to learn blueprint: Electrical 70
  • Required Skill: Electrical 50
  • Amount Crafted: 8
  • Required Items: Steel * 3, Copper * 2, FGPA Circuit * 2, Fulgurium Chunk

Throwable Trap
    When damaged, will explode, monsters will be provoked by it and attempt to attack it.
  • Explosion:
  • Range: 200
  • Burn: 65
  • Stun: 8

A deployable device that entices monsters to attack it causing it to discharge a Fulgurium powered electric shock to anything nearby, dealing heavy burns and stunning them for a long duration. It is advised to be cautious when handling, as explosions can cause a chain reaction including the ones in your inventory.



Marksman Rifle






Fabrication:
  • Required Time: 75
  • Required Skill to learn blueprint: Weapons 80
  • Required Skill: Weapons 70
  • Required Items: Physicorium Bar * 2, Titanium Aluminum Alloy * 3, Rubber

Ranged Weapon
    Two Handed
  • Held Item
  • Ammo Type: Assault Rifle Magazines
  • Reload: 0.2 (Burst Fire)
  • Spread: 3-8
  • Sound Range Reduced: From 4000 to 900

A silenced burst fire alternative to the assault rifle, offering higher accuracy at the cost of high fire rate.



Tactical SMG






Fabrication:
  • Required Time: 40
  • Required Skill to learn blueprint: Weapons 70
  • Required Skill: Weapons 65
  • Required Items: Titanium Aluminum Alloy * 2, Steel Bar, Plastic * 2

Ranged Weapon
    Two Handed
  • Ammo Type: SMG Magazines
  • Reload: 0.3
  • Spread: 1-8
  • Penetration: 0.25
  • Weapon Damage Multiplier: 1.3 (30% more, same as regular vanilla SMG, this is so autopistol does less damage)

A .45 caliber submachine gun, equipped with a silencer and uses a slow rate of fire to mantain accuracy as well as boasting a small improvement to penetration.



Autocannon






Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Weapons 100
  • Required Skill: Weapons 90
  • Required Items: Titanium Aluminum Alloy * 3, Physicorium * 2, Rubber * 2

Ranged Weapon
    Two Handed
  • Held Item
  • Ammo Type: Autocannon Drum Magazines
  • Reload: 0.75
  • Spread: 3-10
  • 0.5 stun on self when shot (less than 30 weapons only)
  • 0.1 stun on self when shot (less than 60 weapons only)
  • 0.5 stun on self when shot (less than 60 weapons only) (50% chance)

Sometimes you need a lot more gun, the ultimate solution to large swimming pests, boasting very high penetration, but very heavy and hard to handle, and cannot be put in your pockets.



Autocannon Drum Magazine





Fabrication:
  • Required Time: 35
  • Required Skill to learn blueprint: Weapons 100
  • Required Skill: Weapons 50
  • Required Items: Physicorium, Propulsion, Titanium Aluminum Alloy
    Can be recycled

Ammo
Clip Size: 20
  • Gunshot Wound: 55
  • Bleeding: 35
  • Stun: 0.5
  • Stun: 1.2 (5% chance)
  • Sever Limb Chance: 1.0
  • Penetration: 1.0

Contains ammunition for an autocannon, heavy penetration.



Autocannon Dementonite Drum Magazine





Fabrication:
  • Required Time: 35
  • Required Skill to learn blueprint: Weapons 100
  • Required Skill: Weapons 50
  • Required Items: Dementonite Cluster *2, Propulsion, Titanium Aluminum Alloy
    Can be recycled

Ammo
Clip Size: 20
  • Gunshot Wound: 20
  • Bleeding: 25
  • Stun: 0.3
  • Stun: 1 (5% chance)
  • Sever Limb Chance: 1.0
  • Penetration: 1.0
    Deals constant damage over 15 seconds. (Can stack)
  • Organ Damage: 3

A drum magazine for the autocannon, using shells made from the poorly understood living metal Dementonite, this application of the metal rounds when pierced into a target will rapidly expand for a short duration causing significant internal damage before it stops.



Railgun Discharge Coil Shell





Fabrication:
  • Required Time: 20
  • Required Skill to learn blueprint: Electrical 60
  • Required Skill: Electrical 50
  • Required Items: Steel * 2, Copper * 2, FPGA Circuit

Projectile
  • Structure Damage: 30
  • Explosion Damage: 200
  • Burn: 100
  • Bleeding: 15
  • Sever Limb Chance: 3
  • Penetration: 0.3
  • Stun: 25
    Explosion
  • Range: 300
  • Explosion Damage: 150
  • EMP Strength: 5
  • Burn: 120
  • Stun: 15
  • EMP (Character): 40
    Discharge Coil: (Zapps 3 times over 2 seconds)
  • Burn: 15
  • Stun: 4

A railgun shell and a discharge coil in one, the coil erupts on collision heavily burning and stunning the target and anything nearby.



Depleted Fuel Pistol Magazine [Cut Content]




Fabrication:
  • Required Time: 20
  • Required Skill to learn blueprint: Weapons 30, Electrical 60
  • Required Skill: Weapons 55
  • Required Items: Depleted Fuel, Magnesium, Steel Bar
    Can be recycled

Ammo
Clip Size: 9
  • Gunshot Wound: 28
  • Bleeding: 5
  • Radiation Sickness: 5
  • Stun: 0.2
  • Sever Limb Chance: 0.05
  • Penetration: 0.15

A magazine for a pistol, using depleted fuel to increase its penetration and cause radiation sickness.


Blueprint Items 3
Nail Rifle






Fabrication:
  • Required Time: 35
  • Required Skill to learn blueprint: Mechanical 60
  • Required Skill: Mechanical 55
  • Required Items: Steel Bar * 3, Plastic * 2

Ranged Weapon
    Two Handed
  • Ammo Type: Nail Cartridge
  • Reload: 0.4
  • Spread: 5

A tool turned into a dangerous weapon, an upgraded nailgun firing at higher velocity for a heavier punch but at a reduced rate.



Ritual Knife





Fabrication:
  • Required Time: 30
  • Required Skill to learn blueprint: Medical 70
  • Required Skill: Medical 65
  • Required Items: Aluminum, Steel Bar * 2, Chlorine

Melee Weapon
    One Handed
  • Reload: 0.75
  • Lacerations: 7
  • Bleeding: 10
  • Stun: 0.2
    Medical 80 skill check (Random chance if below)
    Success:
  • Bleed Vulnerability: 5
    Fail:
    Reload speed set to 1.5 for a moment

A ritualistic knife. Individuals with high medical knowledge know how to use it to its full potential to cause deeper wounds.



Sniper Rifle






Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Weapons 80
  • Required Skill: Weapons 60
  • Required Items: Titanium Aluminum Alloy * 3, Steel Bar * 2, Plastic

Ranged Weapon
    Two Handed
  • Held Item
  • Ammo Type: Rifle bullets
  • Reload: 3-7
  • Weapon Damage Multiplier: 1.4 (40% more)

A powerful rifle, but very slow on reloading, a good choice for saving ammo, a bad choice for a swarm.



Carbine






Fabrication:
  • Required Time: 55
  • Required Skill to learn blueprint: Weapons 70
  • Required Skill: Weapons 70
  • Required Items: Titanium Aluminum Alloy * 3, Plastic * 2

Ranged Weapon
    Two HandedHeld Item
  • Ammo Type: SMG Magazine
  • Reload: 0.19
  • Spread: 6-10
  • Penetration: 0.2
  • Weapon Damage Multiplier: 1.6 (60% more, only 30% more than regular SMG though.)

A carbine that takes standardized .45 caliber SMG magazines, providing more power but being less compact.



Slab Revolver (Cut Content)





Fabrication:
  • Required Time: 50
  • Required Skill to learn blueprint: Helm 65
  • Required Skill: Weapons 50
  • Required Items: Titanium Aluminum Alloy, Steel Bar *3, Plastic

Ranged Weapon
    Two Handed
  • Ammo Type: Revolver Rounds
  • Capacity: 6
  • Reload: 1.3
  • Spread: 0.1-5
  • Penetration: 0.15
  • Weapon Damage Multiplier: 1.6 (60% more.)
When below 40 weapons skill:/
0.5 Self Stun: (80% chance)

A heavy and powerful revolver, still takes standard .38 caliber rounds. Hard to handle for inexperienced gunners.

Scrap Shotgun Shell





Fabrication:
  • Required Time: 20
  • Required Skill to learn blueprint: Mechanical 45
  • Required Skill: Weapons 20
  • Amount Crafted: 6
  • Required Items: Propulsion, Jacket * 2

Ammo
  • Hitscan Amount: 12
  • Gunshot Wound: 3
  • Bleeding: 6
  • Stun: 0.1
  • Sever Limb Chance: 0.1

Ammunition for a shotgun, high spread and numerous.


Heavy Hammer






Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Weapons 55
  • Required Skill: Weapons 55
  • Required Items: Titanium Aluminum Alloy * 2, Steel Bar, Rubber

Melee Weapon
    Two Handed
  • Reload: 1.6
  • Blunt Force Trauma: 30
  • Stun: 1
  • Penetration: 0.5
  • 0.3 stun on self when swung (When less than 40 mechanical.)

A large, heavy, and awkward to handle hammer.



Heavy Revolver





Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Helm 60
  • Required Skill: Helm 60
  • Required Items: Revolver, Fulgurium Chunk, Plastic

Ranged Weapon
    One Handed
  • Ammo Type: Revolver Rounds
  • Capacity: 4
  • Reload: 1.2
  • Spread: 6-8
  • Weapon Damage Multiplier: 1.25 (25% more)

A custom modification to the revolver, increasing it's power per shot but decreasing it's fire rate.



Assault SMG





Fabrication:
  • Required Time: 35
  • Required Skill to learn blueprint: Weapons 55
  • Required Skill: Weapons 55
  • Required Items: Plastic, Titanium Aluminum Alloy * 2.

Ranged Weapon
    Two Handed
  • Ammo Type: SMG Magazine
  • Reload: 0.1
  • Penetration: 0.05
  • Spread: 6-8
  • Weapon Damage Multiplier: 1.15 (15% less as SMG is 1.3)

A .45 caliber submachine gun suited for fast and close engagements with high fire rate and high spread, though lacks the same power and penetration of the more standardized model.



Hunting Shotgun





Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Weapons 70
  • Required Skill: Weapons 55
  • Required Items: Plastic, Titanium Aluminum Alloy * 2, Steel Bar * 2, Carbon *2.

Ranged Weapon
    Two Handed
  • Ammo Type: Shotgun Shell
  • Ammo Capacity: 4
  • Reload: 1.4-1.8
  • Penetration: 0.2
  • Spread: 0.1-1.2
  • Weapon Damage Multiplier: 1.1 (10% more)

A shotgun designed for big game hunting, it's slowed fire rate in trade for more penetrating powerful shots.



Combat Shotgun





Fabrication:
  • Required Time: 60
  • Required Skill to learn blueprint: Weapons 75
  • Required Skill: Weapons 55
  • Required Items: Plastic, Titanium Aluminum Alloy * 2, Steel Bar * 2, Aluminum *2.

Ranged Weapon
    Two Handed
  • Ammo Type: Shotgun Shell
  • Ammo Capacity: 8
  • Reload: 0.8
  • Spread: 0.6-4
  • Weapon Damage Multiplier: 0.95 (5% less)

A shotgun designed for sporadic and fast fights, boasting a increased shell capacity and fire rate with a bit less punch per shot.


Blueprint Items 4
Magnum





Fabrication:
  • Required Time: 50
  • Required Skill to learn blueprint: Helm 80
  • Required Skill: Weapons 55
  • Required Items: Titanium Aluminum Alloy *2, Plastic *2

Ranged Weapon
    One Handed
  • Ammo Type: Magnum Rounds
  • Capacity: 6
  • Reload: 0.75
  • Spread: 0.1-6

.357 Magnum, a more lethal and penetrating option than standard cheap revolvers.



Magnum Rounds





Fabrication:
  • Required Time: 20
  • Required Skill to learn blueprint: Helm 80
  • Required Skill: Weapons 50
  • Amount Crafted: 6
  • Required Items: Advanced Core, Propulsion, Advanced Jacket
    Can be recycled

Ammo
  • Gunshot Wound: 45
  • Bleeding: 25
  • Stun: 0.9
  • Sever Limb Chance: 0.4
  • Penetration: 0.4

.357 caliber. Will stop a person.

Other
Spiked Toy Hammer






Fabrication:
  • Required Time: 20 (10 due to no skill requirement)
  • Required Items: Toyhammer, Diving Knife * 2

Melee Weapon
    Two Handed
  • Reload: 1.5
  • Lacerations: 15
  • Bleeding: 15
  • Stun: 0.2

A toy hammer with spikes, or as I like to call it, a fast method to be shot.



Hatchet





Fabrication:
  • Required Time: 10
  • Required Skill: Weapons 35
  • Required Items: Iron * 2, Plastic

Melee Weapon
    One Handed
  • Reload: 1.5
  • Lacerations: 17
  • Bleeding: 10
  • Stun: 0.2
  • Sever Limb Chance: 0.1
  • Penetration: 0.1

A small hatchet, good for chopping things.



Shovel





Fabrication:
  • Required Time: 10
  • Required Skill: Weapons 20
  • Required Items: Aluminum * 2, Plastic

Melee Weapon
    One Handed
  • Reload: 1.5
  • Blunt Force Trauma: 20
  • Stun: 0.4
  • Stun: 0.4 (50% chance)

A shovel, typically used for digging, but I'm sure you can figure out another use for it on the submarine.



Katana (Cut Content)





Fabrication:
  • Required Time: 55
  • Required Skill: Weapons 60
  • Required Items: Steel Bar * 2, Rubber

Melee Weapon
    Two Handed
  • Reload: 1.15
  • Lacerations: 20
  • Bleeding: 22
  • Stun: 0.3
  • Sever Limb Chance: 0.4
  • Holds it funny

A long and sharp sword, usually found as a decoration in the rooms of esteemed individuals, however this one is not just for decoration.



Officer's Cane [Cut Content]



Fabrication:
  • Required Time: 20
  • Required Skill: Helm 30
  • Required Items: Copper, Iron

Melee Weapon
    One Handed
  • Reload: 0.75
  • Lacerations: 5
  • Stun: 0.5

A cane for reminding young whippersnappers who is in charge.



Nailgun






Fabrication:
  • Required Time: 20
  • Required Skill: Mechanical 25
  • Required Items: Steel, Plastic

Ranged Weapon
    Two Handed
  • Ammo Type: Nail Cartridges
  • Reload: 0.1
  • Spread: 20

A nailgun, not really a weapon, but enough nails will probably stop a small critter from biting you, and you get to call them a porcupine.



Mini Harpoon Gun [Cut Content]





Fabrication:
  • Required Time: 20
  • Required Skill: Mechanical 25
  • Required Items: Steel, Plastic, Tin * 2

Ranged Weapon
    One Handed
  • Ammo Type: Harpoons
  • Reload: 1.75
  • Capacity: 2
  • Spread: 3-12
  • Weapon Damage Multiplier: 0.6 (40% less)

A harpoon gun but small! Packs a less of a punch and cant carry as many harpoons, but can be dual wielded.



Husk Claws (Cut Content)





Fabrication: (Medical Fabricator)
  • Required Time: 40 (20 due to no skill requirement)
  • Required Items: Husk Stinger * 3, Organic Fiber

Melee Weapon
    One Handed
  • Reload: 1.1
  • Capacity: 1 (Can only contain Husk Eggs)
  • Lacerations: 15
  • Bleeding: 17
  • Stun: 0.2
  • Holds it funny
    If containing husk eggs also do the following:
  • Husk Infection: 5 (50% chance)
    Reduces condition of husk eggs contained by -15

A claw forged out of husk stingers, can be used alongside eggs to gift others.



Annihilator MK IV (Cut Content)






Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 30
  • Required Items: Aluminum, Plastic * 2

Ranged Weapon
    Two Handed
  • Ammo Type: ???
  • Reload: 0.2
  • Spread: 5-18

The latest in the ANNIHILATOR series, considerably more powerful than its predecessors, and a force to be reckoned with.



GFD Decimator





Fabrication:
  • Required Time: 20
  • Required Skill: Weapons 20
  • Required Items: Aluminum, Plastic

Ranged Weapon
    Two Handed
  • Ammo Type: ???
  • Reload: 0.4
  • Spread: 0-1

The first of its kind, the GFD Decimator! The first and best of the GFD revolver series that is sure to ruin someone's day!



Detainer





Fabrication:
  • Required Time: 10
  • Required Skill: Weapons 60
  • Required Items: Steel Bar * 2, Plastic * 2, Titanium, FPGA Circuit

Melee Weapon
    Two Handed
  • Reload: 1.2
  • Blunt Force Trauma: 6
  • Stun: 0.3
    When powered by battery will also:
  • Stun: 0.4
  • Zapped: 65
    When powered by a fulgurium battery will also:
  • Stun: 0.4
  • Zapped: 85

A sizeable stun baton for detaining sizeable crooks.



Heavy Shotgun




Ranged Weapon
    Two Handed
  • Ammo Type: Heavy Shotgun Magazine
  • Reload: 2
  • Spread: 0.1-3

A heavy and bulky shotgun, capable of dealing massive damage per shot, but being hard to wield for unexperienced gunners, only sold by Coalition armory merchants.



Heavy Shotgun Magazine



Ammo
Clip Size: 10
  • Hitscan Amount: 10
  • Gunshot Wound: 22
  • Bleeding: 8
  • Stun: 0.1
  • Sever Limb Chance: 0.6

A magazine for the heavy shotgun, only sold by Coalition armory merchants.



Gun of Holding




Ranged Weapon
    Two Handed
  • Ammo Type: Anything?
  • Reload: 0.5
  • Spread: 0

Console spawn exclusive funny gun.
Other 2
Juggling Ball





Throwable
    Projectile
  • Blunt: 5
  • Stun: 1
    On head shot also deal:
  • Concussion: 10
  • Stun: 5

A ball used for juggling performances. Wait why is it filled with steel?

Turrets
Twin-Linked Gun
























Price: 6000
Small Hardpoint

Turret
  • Ammo Type: Twin-Linked Gun Ammunition
  • Reload: 0.15
  • Shots Per Burst: 2
  • Delay Between Bursts: 0.9
  • Power Consumption: 4000 per shot. (8000 per burst).

A two shot burst precision turret, capable of dealing large sustained damage with well placed shots.



Steam Turret
















Price: 3000
Small Hardpoint

Turret
  • Ammo Type: Steam Turret Barrels
  • Reload: 0.05
  • Power Consumption: 250 per shot (Keep in mind the fire rate is very fast)

A cheap turret that produces a constant stream of powerful steam to boil creatures with. Effective at short range. It's not the most effective option but provides a cheap option, so cheap even new captains can often afford it before setting sail for the first time.



Mine Deployer






















Price: 7500
Large Hardpoint

Turret
  • Ammo Type: Deployable Mines
  • Reload: 5
  • Power Consumption: 1000 per shot.

A turret that launches powerful underwater mines that drift away a medium distance from the submarine.



Pulse Cannon



























Price: 7800
Large Hardpoint

Turret
  • Ammo Type: Pulse Cannon Fuel Boxes
  • Reload: 5
  • Charge Time: 5
  • Power Consumption: 40000 per shot.

A very large pulsed chemical laser built into a turret, capable of firing extremely intense beams of energy after a prolonged period of charging up. Inflicts extreme burns on anything it hits and in a small radius around the impact. After the popularity and effectiveness of it's more smaller model was noticed, with the aid of funding from a Coalition grant, the Pulse Cannon was created for more extreme applications.

Afflictions
Bleed Vulnerability

Bleed Vulnerability can be caused by the following items.
  • Blood Thinner
  • Bad Medicine
  • Ritual Knife

    Bleed vulnerability will cause the target to receive up to 75% more bleeding on any further damage.
    Aside from that bleed vulnerability will cause the target to take 1 blood loss damage and additional 0.5% of their maximum vitality as blood loss damage every second if the following conditions are met: Total bleeding value on the target is greater than 10.
    Strength Change: -0.4 (How fast it increases/reduces)




    Numbing Overdose

    Numbing Overdose can be caused by the following items.
  • Alien Knife

    Numbing Overdose causes visual clutter, raising based on total affliction strength, at higher values it also produces a heartbeat sound. This acts as a warning system, as when reaching 99/100% strength it will deal 300-400 vitality damage, which typically means instant death for a human.
    Strength Change: -0.15 (How fast it increases/reduces)




    Skip and Dash

    Skip and Dash can be caused by the following items.
  • Honk Hammer

    Skip and Dash is a short duration stacking speed boost caused by the Honk Hammer. It will provide up to 35% more speed and 30% more swimming speed.
    Strength Change: -30 (How fast it increases/reduces)




    Steam Slow

    Steam slow can be caused by the following items:
  • Steam Turret loaded with regular or incendium barrels.

    Steam slow is a custom slow affliction that is faster build up then regular slow but less total slow overall, allowing targets to get slowed easier but not become effectively frozen while in range.
    Strength Change: -10 (How fast it increases/reduces)
    Slow: Up to to -35% speed.
8 Comments
LeCrazyy  [author] Oct 5, 2024 @ 6:13am 
hehe
Jork Oct 5, 2024 @ 6:13am 
aaa i see it in the editor just now, even better than what i was hoping for lol:Y0GoldenPistol:
LeCrazyy  [author] Oct 4, 2024 @ 5:21pm 
If you try shooting it, it should tell you what ammo it takes. :captainsmooth:
Jork Oct 4, 2024 @ 5:10pm 
just made a GFD Decimator, not sure what to put in it, i even tried the ??? 'ng+'
LeCrazyy  [author] Jul 7, 2024 @ 3:39pm 
No prob
Aphvn Jul 7, 2024 @ 1:03pm 
Awesome, that's what I thought! Thank you.
LeCrazyy  [author] Jul 7, 2024 @ 2:21am 
If you are using LeCrazyy's Item Variety Pack, you get the recipes via talents (assuming you don't also have a mod overriding the same talents), for aWeapons you get them via crafting at any time: usually the names will be something like "Pistol Blueprint". Those blueprints can then only be read when you have adequate skill as shown.
Aphvn Jul 6, 2024 @ 7:25pm 
How do we get the blueprints? Are they craftable after getting the associated perk? Otherwise I am unable to craft any of them.