Weapons

**Weapons** are the main tool used to damage and kill other players and AI in *Marauders*. Weapons can either be firearms, throwables or melee. Weapons fire physical projectiles with bullet time, and it sometimes may be necessary to lead shots.

All firearms have a given ammunition type, as well as statistics for fire rate, damage, reload speed, recoil and capacity. All firearms other than pistols can be equipped in the two primary weapon slots, pistols and grenades can be equipped in the pistol slot, and melee weapons can be equipped in the melee slot. Throwables only have one use each and are specifically thrown. Melee weapons only have a fire rate and a damage stat, and can only be equipped in the melee slot. Some firearms can also accept attachments, equippable on the magazine, stock and muzzle, depending on the weapon. Weapons can be found in raid, purchased or crafted, and can be scrapped for salvage or sold to traders. If a weapon reaches 0 durability and is broken, it will be impossible to aim down the sights. Movement while aiming down the sights of any weapon is determined by the "weight" of the weapon, where lighter weapons such as pistols have faster walking speed while aiming, and larger weapons such as the MG-42 have slower walking speed while aiming. Jumping will also multiply the firing spread of all weapons.

As of the Excavation Update, weapons not found in Vault Trunks, the Rustbucket, the Toolbox and the Industrial Container will have random durability and ammunition amount. Ammunition can be extracted from all weapons provided they have more than one bullet available in the weapon. The Terminator, Flare Pistol and Mini Thumper cannot have their ammunition extracted. Using a consumable will cancel the reloading process for any weapon. AI that aren't bosses will have a 25% chance to miss a shot.

All weapons dictate their damage dealt to another through the use of the armour-rating system on the equipped armour of the victim. Blast Protection on specific armours and helmets will reduce received explosive damage by a factor of 10 of the listed blast protection value. Headshots will also deal 3.25x the base damage of the fired weapon, whereas shots to the legs deal only 50% damage. The equation for calculating damage dealt based on armour is as follows:

((Shot Damage - Armour) \* # of Projectiles) \* Limb Multiplier = Damage Dealt
All stats below are for the *base variant* of the weapon, without any attachments. Fire rate values have been converted to Rounds Per Minute (RPM) values for ease of use, and follow a trend of the listed Workbench value, multiplied by 10 to get the RPM value. All values use the game's correct values, directly from the files. These values may or may not match what is shown in the Workbench.

*Note: All stats marked with  are statistics that differ from what is shown in the Workbench. These statistics are directly from the game files.*

* Primary
* Shields
* Pistols
* Throwables
* Melee
* Ammunition

 **Heavy Shield** | 45

## Trivia

* Prior to the United Allies Update, a statistic called ADS Speed was tracked on all weapons. This statistic involved the speed at which one aims their weapon.

## References

1. ↑ Kaj's Marauders Weapon Statistics
2. ↑ Marauders: Excavation Update - Date Announcement & Pre-Patch Notes! - July 29th, 2023 - Steam
3. ↑ Marauders Update - Plunder - August 4th, 2023 - Steam
4. ↑ Marauders Update - The United Allies - April 26th, 2023 - Steam