Weapons

There are a variety of **weapons** in **Hunt: Showdown**. Some may need to be unlocked via the Book of Weapons. Each weapon uses a specific Ammunition type which has specific values for penetration, unique colored ammunition packages, and damage modifiers/drop off.

You can learn the different shot sounds in the 3D viewer in the store. When in the 3D view, scroll away from the weapon and listen to their shot sound at different distances.

Custom Ammo Types can be found here:  Ammunition Types

## Weapon statistics details

* **Damage:** True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters. For Shotguns: Average damage at 10 meters at center mass.
* **Variable Damage:** Damage when the weapon is fully charged and an enemy takes chest damage from 10m. Some Custom Ammo types may have a fixed damage amount.
* **Effective Range:** The range (meters) that will kill a Hunter in one hit - usually a headshot.
* **Rate of Fire:** Shots fired per minute, including time to reload.
* **Cycle Time:** The time (seconds) this needs to ready for the next shot, including time to reload if necessary. For Dual Wield: The time it takes for the weapon that shot first to ready again.
* **Spread:** The relative crosshair spread of this while aiming from the hip. Shotguns have a comparatively wider spread.
* **Sway:** The relative amount of weapon sway while ADS.
* **Vertical Recoil:** The strength of the vertical recoil (degrees) after a shot.
* **Reload Speed:** The time (in seconds) it takes to fully reload the weapon when empty, including any special behavior such as clip reloading.
* **Muzzle Velocity:** The velocity (meters per second) at which the projectile will travel. Heavier projectiles (such as crossbow bolts) travel in a ballistic arc.
* **Melee Damage:** True damage value of a regular melee attack that hits a Hunter in the Upper-Torso.
* **Heavy Melee Damage:** True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso.
* **Stamina Consumption (Light):** The stamina consumed with a light melee attack.
* **Stamina Consumption (Heavy):** The stamina consumed with a heavy melee attack.

## Dual Wield

### Equipping

Every Handgun can be equipped for dual-wield as a "matched pair". A second handgun of the same type can now be added to the same weapon slot which will then converted to a medium slot when the second pistol gets equipped.
It is possible to mix normal and Legendary versions of the same type as matched pairs.
Dual Wielding is available from Rank 1 and does not require any unlocks via Traits. Once in the mission an equipped weapon pairs can not be broken up. You are committed to use them as pairs until extraction.Upon looting a dead Hunter, you can pick up their dual-wield sets just like you would any other medium-sized weapons.

### Shooting

Weapons have to be fired in sequence one after the other. The rhythm is dictated by the shooter, allowing players to experiment. Hunters can either go for a steady, constant fire-rate or try faster two-taps with longer breaks in-between shots.
Recoil is increased over single-handed handguns, making it harder to stay on target (esp. with more powerful handguns). Effective rate of fire is increased, but still lower than the rapid burst from a single-action revolver using fanning.

### Aiming

ADS will only apply a slight zoom, with the guns moving a bit closer to the center of the screen, the Ironsights won't be used at all, reducing range drastically over other weapons. Dual-wielding accuracy only benefits minimally from crouching (just like with Fanning and Levering Traits).

### Reloading

Weapons are reloaded at the same time in sequence, one bullet at a time and their extra ammo pools are added up.]

## Weapon Stats Table

* Rnk = Unlock Rank (+ indicates Book of Weapons Unlock condition), $ = Cost, S = Slots, Spec = Special ammo types (see next note), Cap = ammo Capacity, RS = Reload Speed, D = Damage, ER = Effective Range, RF = Rate of Fire, MV = Muzzle Velocity, H = Handling, S = Standard melee attack damage, H = Heavy melee attack damage
* Special ammo types: I = incendiary, P = Poison, HV = High Velocity, FMJ = Full Metal Jacket, Dd = Dumdum, E = Explosive, Sp = Spitzer, St = Starshell, DB = Dragon Breath, PS = Penny Shot, Sl = Slug, F = Flechette, Ct = Concertina, Fr = Frag, Ca = Chaos, Ch = Choke, Sh = Shot
* Underlined entries are stat reductions from base model of weapon
* ***Bold and Italic*** entries are stat increases from base model of weapon
* Accurate as of Update 1.6, Version 1.1708