Weapons

*for grenades and other throwables , see: Equipment*

## Overview

Weapons are implements capable of damaging Enemies. Weapons can be split into ranged and melee weapons, the former requiring ammunition. Weapons can be found around Gyro672 and are given to the team before deployment, only throwables and equipment can be picked up off of enemies.

### Melee Weapons

Melee weapons are weapons used in close quarters combat and have 6 different stats:

**Lethality:** Light swing is the damage in which your light swings can deal.

**Light Swing Speed:** LSS (Light Swing Speed) is the speed that your light swings can swing at. Ranges from 10% (Lowest) - 100% (Highest)

**Heavy Lethality:** The Lethality of your heavy swings is the amount of damage your heavy swings can deal. These swings have a long wind up but do almost double the amount of damage from your light swings.

**Heavy Swing Speed:** Your HSS (Heavy Swing Speed) is the speed of your heavy swings, ranging from 10% (Lowest) to 100% (Fastest) The UBES12 can buff your Melee swing speed by 30%. Ranges from 10% (Lowest) - 100% (Highest)

**Block Strength:** Block Strength (Also known as Weight) is the amount of damage your weapon can block until being block broken. EX: A Sledgehammer has 50 Block Strength and a Combat Knife has 10 Block Strength.

**Effective Range:** The Effect Range of your melee weapon is the range that your light and heavy swings can reach to. The range goes from 0% to 100%, 0% would be your fists and 100% would be something like a spear.

### Ranged Weapons

#### Firearms

Firearms are ranged weapons found inside of high priority buildings and inside Supply Drops. These are commonly used during the later stages and closer to extraction.

Firearms also have their own stats separate from those of the Melee Weapons. (Used from the Decaying Winter Wiki, credits to them.)

* **Limb Lethality:** The damage from when a shot hits an enemy's limbs, or their torso. Always does weaker damage than headshots, you should not go for them intentionally, even though limb/torso shots are easier to hit. As previously stated, conserve your ammo. Headshot Lethality: The damage from when a shot hits an enemy's head. Always does higher damage than a limb or torso hit, you would want to go for them since it will take less shots to kill an enemy, so you would use less ammo. Headshots are less easy to hit though.
* **Headshot Lethality:** The damage from when a shot hits an enemy's head. Always does higher damage than a limb or torso hit, you would want to go for them since it will take less shots to kill an enemy, so you would use less ammo.
* **Rounds Per Minute:** The rate of fire from a firearm, measured in RPM (Rounds Per Minute). Pretty self-explanatory. Rate of fire of firearms.
* **Effective Recoil:** The kickback from a firearm when it is fired, ranging from 5% (very low) to 190% (very high).
* **Firearm Inaccuracy:** The spread of a firearm when it is fired while not aiming down the sights, ranging from 40% to 92.5%. 92.5% Firearm Inaccuracy will remove spread from hip firing without accuracy debuffs.
* **Semi Automatic:** Calculates if a firearm is semi-automatic or not, using True or False equations. If it is in True, the firearm will not fire automatically when the trigger is being held.

##### Firearm Categories

* Sidearms
* Submachine Guns
* Shotguns
* Rifles

* Makarov
* Udav
* MP-443 Grach

**"Why do they even carry these?"**

The basic sidearm for most Lamplighters. These can be found in Lockers and on Tables, as well as being carried mainly by the Makarov Lamplighter. This gun is pretty ass to be honest, and is not normally carried by combat agents of the Underside, but it can be found on Gyro.
Stats:

* Limb\_Lethality = 8
* Head\_Lethality = 26
* Rounds\_Per\_Minute = 300
* Effective\_Recoil = 30%
* Firearm\_Inaccuracy = 75%
* Semi\_Automatic = True
* Mag\_Capacity = 12

**"The Upgraded Makarov"**

The Udav Pistol is a sidearm found on tables and inside lockers, while also being used by some basic Lamplighters.

Stats:

* Limb\_Lethality = 15
* Head\_Lethality = 42
* Rounds\_Per\_Minute = 550
* Effective\_Recoil = 40%
* Firearm\_Inaccuracy = 65%
* Semi\_Automatic = True
* Mag\_Capacity = 22

**"Actually Usable"**

The MP-443 Grach is a powerful sidearm found in high priority areas inside lockers and inside Supply Drops.

Stats:

* Limb\_Lethality = 20
* Head\_Lethality = 52
* Rounds\_Per\_Minute = 320
* Effective\_Recoil = 40%
* Firearm\_Inaccuracy = 75%
* Semi\_Automatic = True
* Mag\_Capacity = 30

* Mac10
* PP-91 KEDR

***"9mm pew pew"***

The Mac10 is a small machine gun given as a sidearm or a main weapon, it has a very high fire rate and is found in lockers and on tables.

Stats:

* Limb\_Lethality = 10
* Head\_Lethality = 23
* Rounds\_Per\_Minute = 1,090
* Effective\_Recoil = 40%
* Firearm\_Inaccuracy = 75%
* Semi\_Automatic = False
* Mag\_Capacity = 30

***"LIGHT EM UP BOYS!"***
The PP-91 KEDR is a light submachine gun that has a high fire rate and is given to combat agents as a main firearm.

Stats:

* Limb\_Lethality = 15
* Head\_Lethality = 32
* Rounds\_Per\_Minute = 800
* Effective\_Recoil = 40%
* Firearm\_Inaccuracy = 55%
* Semi\_Automatic = False
* Mag\_Capacity = 30

* KS-23
* RMB-93

***"Doesn't deserve a quote. Wait. Shit."***
The KS-23 is a small 4 gauge shotgun given as a sidearm or a main firearm for low ranking agents.

* Limb\_Lethality = 20
* Head\_Lethality = 35
* Rounds\_Per\_Minute = 8-12
* Effective\_Recoil = 30%
* Firearm\_Inaccuracy = 60%
* Semi\_Automatic = True
* Mag\_Capacity = 4

The RMB-93 is a small pump action 12 gauge shotgun that has mediocre stats all around.
***"Red Mist Generator"***
Stats:

* Limb\_Lethality = 30
* Head\_Lethality = 42
* Rounds\_Per\_Minute = 12
* Effective\_Recoil = 20%
* Firearm\_Inaccuracy = 70%
* Semi\_Automatic = True
* Mag\_Capacity = 7

* AK-47
* AKM

***"ITS THE SILLY GUN!"***

The AK-47 is a heavy automatic rifle given as a main firearm with high damage and fire rate. Found in supply crates only.

Stats:

* Limb\_Lethality = 15
* Head\_Lethality = 44
* Rounds\_Per\_Minute = 600
* Effective\_Recoil = 70%
* Firearm\_Inaccuracy = 45%
* Semi\_Automatic = False
* Mag\_Capacity = 30

***"AK-47 but better"***

The AKM is a high damage rifle given to high ranking agents and can be found in supply crates only.

Stats:

* Limb\_Lethality = 20
* Head\_Lethality = 52
* Rounds\_Per\_Minute = 600 - 650
* Effective\_Recoil = 75%
* Firearm\_Inaccuracy = 40%
* Semi\_Automatic = False
* Mag\_Capacity = 30

## CrossGen Firearms

* Lovestruck
* The Railgun

***"Pain is love endearing, after all."***

The SP-13 is a small pistol found in supply crates, this CrossGen infused MP-443 Grach slowly gains LOVE, love is an acronym that stands for Level Of Violence. The greater the LOVE, The greater the damage. LOVE goes up by 5% for every shot hit and 1% passively for every 1.5 seconds. Every 20% of LOVE you gain +5 Lethality and +10 Head Lethality and losing -20% fire rate. LOVE resets after holstering the weapon.

Stats:

* Limb\_Lethality = 5 - 25
* Head\_Lethality = 10 - 50
* Rounds\_Per\_Minute = 420
* Effective\_Recoil = 190%
* Firearm\_Inaccuracy = 40%
* Semi\_Automatic = True
* Mag\_Capacity = 10

***"Who in hell made this?!"***

The Railgun is a OSV-96 infused with CrossGen dealing extremely high damage at a slow rate, while each round can also bounce of surfaces 2 times. This has a 5% chance to be found in supply drops, with that being it's only form of being acquired.

Stats:

* Limb\_Lethality = 35
* Head\_Lethality = 70
* Rounds\_Per\_Minute = 3
* Effective\_Recoil = 190%
* Firearm\_Inaccuracy = 40%
* Semi\_Automatic = True
* Mag\_Capacity = 6

#### Melee Categories

* (Baseball Bat)
* (Combat Knife)
* (Golf Club)
* (Sledgehammer)

**"HOMERUN!"**

The baseball bat is the basic melee weapon for most Wanderers, having basic range and damage all around, with the exception of a below average Light swing speed and Heavy swing speed.

Stats:

* Lethality: 10
* Light Swing Speed: 65%
* Heavy Strike Lethality: 25
* Heavy Swing Speed: 35%
* Block Strength: 35
* Effective Range: 50%

**"London."**

* An overall decent blade, can be used in quick succession, best used with light swings.

Stats:

* Lethality: 10
* Light Swing Speed: 80%
* Heavy Strike Lethality: 20
* Heavy Swing Speed: 40%
* Block Strength: 20
* Effective Range: 40%

**"A baseball bat with range"**

A lengthy, blunt weapon found in Lockers and not found on tables.

Stats:

* Lethality: 15
* Light Swing Speed: 50%
* Heavy Strike Lethality: 30
* Heavy Swing Speed: 25%
* Block Strength: 25
* Effective Range: 80%

***Caves your skull in***

A durable and strong but slow melee found in high priority areas inside lockers.

Stats:

* Lethality: 35
* Light Swing Speed: 30%
* Heavy Strike Lethality: 70
* Heavy Swing Speed: 20%
* Block Strength: 60
* Effective Range: 65%

## CrossGen Melees

* (Engine Blade)
* (CBlade)

A large blade infused with CrossGen, allowing it to spin and rotate at unspeakable speeds, causing it to slice through flesh like butter.

Stats:

* Lethality: 25
* Light Swing Speed: 60%
* Heavy Strike Lethality: 50
* Heavy Swing Speed: 40%
* Block Strength: 60
* Effective Range: 65%

The CBlade is a CrossGen infused switchblade that can shoot out its blade, then regenerate it after 2 seconds.

Stats:

* Lethality: 10 (15 for Blade shot)
* Light Swing Speed: 60%
* Heavy Strike Lethality: 20
* Heavy Swing Speed: 40%
* Block Strength: 20
* Effective Range: 25%