Pistols have the advantage of having no skill requirement, so every character can use them to some effect. Chemical and energy weapons increase the versatility of guns with special damage types and effects. All firearms deal Mechanical damage, but can use various types of Ammo, such as armor-piercing. Includes all types and models of firearms and also chemical/energy weapons. Snipe requires a crossbow or sniper rifle, Lightning Punches works with unarmed and fist weapons, Gunslinger only affects firearm-type pistols, Spec Ops affects SMG burst attacks and flashbangs. Temporal Manipulation E psionic abilities manipulate time in different ways.įeats often enhance or work with only some types of weapons, e.g. Metathermics psionic abilities control temperature, creating fire and ice for various purposes. Psychokinesis psionic abilities consist of telekinetic manipulation and electricity projection. Thought Control psionic abilities affect the minds of living targets to damage and control them. Traps are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill. ![]() Unarmed is also governed by the melee skill. Melee weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Crossbows have no subcategories, but can use a wide variety of special bolts. Throwing utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools. ![]() They are further split into pistols, SMGs, assault rifles, sniper rifles and shotguns E. Guns includes firearms, chemical weapons and energy weapons. ![]() It does not include utilities, traps or psi abilities. The term weapon specifically refers to weapons that go into your character's weapon slots. Weapons and other means of offense in Underrail are split into 8 skills: guns, throwing, crossbows, melee, traps and the psionic disciplines of thought control, psychokinesis and metathermics.
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