Weapons

Weapons are the esscence of survival in rapture, sure plasmids and tonics help, but without a good gun, your fish food. The following segment lists individual weapons, and their combat statistics. Equipment sets can be found later in the wiki.

Every weapon deals 1 additional damage die per 3 character levels of it’s wielder. (this does not apply to improvised weapons)

Melee Weapons- The most basic weapon of survival in rapture city. Any small, blunt object fits in this category, such as wrenches, lead pipes, or a brick clenched in your fist. Proficiany in Melee weapons allows you to use anything in your enviroment that you can lift with a single hand, and use it without damage penalties. (Using the same weapons at a range however still inflicts the Improvised weapon penalties).

  • Uses Str Mod for Bonus to “To Hit” value.
  • Damage Formula: 1d10 +10 +3x Str mod.
  • “Melee Weapons” deal 1/2 damage to machenes.
  • Critical Range: 16-20, x2
  • Weight: 5-10lbs

Pistol- This weapon type covers all types of simple handguns. Pistols are the most common ranged weapon in rapture, and are used by most of the weaker, or less intellegent, splicers. Pistols, unlike melee weapons, are the easiet weapon to customize, allowing for a wider range of versatility then other weapons.

  • Uses Dex Mod for Bonus to “To Hit” value.
  • Damage Formula: 1d10 +30 + Dex Mod.
  • “Pistols” deal 40% less damage to machenes.
  • Critical Range: 20, x3
  • Clip Size: 6

Machene Gun- Also called the “tommy gun” this weapon is designed for cover fire, and dealing highly variable damage. The machene gun has the flaw of not always doing great damage, but hitting often, and often bypassing cover.

  • Uses Dex Mod for Bonus to “To Hit” value.
  • Damage Formula: 3d10 +10 + Dex Mod.
  • “Machene Gus” deal 40% less damage to machenes.
  • Critical Range: 19-20, x2
  • Clip Size: 40
  • Machene guns make 3 attacks for each standard action. Each attack’s damage is rolled seperately, the attacks themselves use the same roll if it is a success, but re-roll only if the first or second roll is a failure.
  • Machene guns have a 50% chance to bypass cover for each attack.

Shotgun- The fearful roar of a hillbillies boomstick drives fear into the hearts of millions. The shotgun is a realible weapon for high-power, however it is weak at far ranges. Shotguns are one of the best weapons to customize, as it allows alot more power, which is never a bad thing.

  • Uses Dex Mod for Bonus to “To Hit” value.
  • Damage Formula: 2d10 +40 + Dex Mod. (x4 at melee range)
  • “Shotguns” deal 40% less damage to machenes.
  • Critical Range: 20, x8
  • Clip Size: 2
  • Shot guns deal far less damage at a range. They deal four times the normal damage in melee range.

Launcher- Know what’s making the room shake? It’d be the big daddy with the big freakin gun over his shoulder. Launchers are a versitile explosion-based weapon. Designed to launch a wide variaty of explosives, from grenades, to mines, even missiles. Launchers have the unfortunate flaw of being both difficult to costumize, and having little more advantage to doing so.

  • Uses Dex Mod for Bonus to “To Hit” value.
  • Damage Formula: 3d10 +120 + Dex Mod.
  • “Launcher” deal 20% more damage to machenes.
  • Critical Range: 20, x4
  • Clip Size: 6
  • Launchers deal “splash” damage. Any creature in the same area of cover must make a reflex save or take 1/2 damage then the original target.
  • Launchers take a full round action to use.

Crossbow- The ultimate hunting weapon. The crossbow has both a high-damage rate, and an excellent arsenal of trap-like bolts. However the downside is both the rarity of crossbow bolts in Rapture, and the weapons difficulty to use.

  • Uses Dex Mod for Bonus to “To Hit” value.
  • Damage Formula: 1d10 +200 + Dex Mod.
  • “Crossbows” deal 75% less damage to machenes.
  • Critical Range: 20, x8
  • Clip Size: 5
  • Crossbows take a full round action to use.

SPECIAL: Use the same status for the crossbow, as for the arm-mounted harpoon gun a big sister can obtain.

Chemical Thrower- The pinnacle of science, the chemical thrower is a mix of a flamethrower, and an all out chemistry set gone wrong. You can toss flames, electricity, and other nasty effects. The chemical thrower is a good weapon for crowd control and versatility, however it lacks in overall power.

  • Uses Dex Mod for Bonus to “To Hit” value.
  • Damage Formula: 3d10 +3(Special) + 1.2x damage per-second. (This equates to the enemy being set on fire, or doused with electrical gel, or the like).
  • “Chemical Throwers” deal normal less damage to machenes. (Electric gel does double damage)
  • Critical Range: 20, x2 (this damage does not double the damage the enemy takes per-second)
  • Clip Size: 100
  • Chemical Throwers take a full round action to use.

SPECIAL: Chemical throwers deal +3 damage per “round” (a single unit in the “clip size” category) used. You can choose to use any number of rounds per attack ( between 1 and 100) dealing the normal 3d10, and the extra 1.2x damage per second.

Drill- Big, Bad, full of gar, and able to tear through steel like tissue paper, yup It’s the drill. Commanly seen on bouncer-model of big daddies, this weapon packs a terrible punch, a series of special attacks, and a great ability to customize, however it’s too large to be used by anything other then big daddies, and large splicers.

  • Uses Str Mod for Bonus to “To Hit” value.
  • Damage Formula: 3d10 +10(Special) + 3x Str Mod.
  • “Drills” deal normal damage to machenes.
  • Critical Range: 20, x4
  • Clip Size: 200
  • Drills take a full round action to use.
  • Drills are +1 sized, meening they can only be wielded by creatures of the same or larger size.

SPECIAL: Drills run off of gasolene, and are able to rotate rapidly with “gas” left in it’s “tank”. Each drill attack does 3d10+10+3xStr mod w/o using gas, and deals an additional +10 damage per unit of “clip size” used. (this would be consuming “fuel”). You can use as much or as little “fuel” per attack as you want as long as you have fuel left.

Rivet Gun- Originally designed to be a tool for construction in rapture, the rivet gun has been a favored weapon to the “rosie” model of big daddies for a long time. This gun is large, and dangerous. It shoots a single, very thick, very sharp steel rivet with every attack, strong enough to impale a human on. What the gun lacks in customization and versatility, it makes up for in power.

  • Uses Dex Mod for Bonus to “To Hit” value.
  • Damage Formula: 5d10 +250 + Dex Mod.
  • “Rivet Guns” deal normal damage to machenes.
  • Critical Range: 20, x8
  • Clip Size: 5
  • Rivet Guns are +2 sized. (“rosie” big daddies can wield them without a size increase)

Last Notes

Any weapon can be used at a melee range as an improvised weapon. (-5 penalty to damage) and uses the melee weapon status.

Weapons

BIOSHOCK d20 DMTibby DMTibby