v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Modification:The Long Night: Weapons
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | Updating to 2. | + | {{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:37, 15 September 2020 (UTC)}} |
+ | Updating to 2.6 | ||
{{mod}} | {{mod}} | ||
− | The wasteland is a dangerous place | + | The wasteland is a dangerous place and one is well-advised to go armed if one intends to last. The Long Night sports a wide array of weaponry with a daunting number of modifiers. Most modifier changes are cosmetic, however some do alter the attack profile or several other stats such as size. |
=== Ranged Weapons === | === Ranged Weapons === | ||
The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill. | The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill. | ||
− | + | Rifles and Pistols: Bullets (small surface area blunt damage, like a whip) | |
− | + | Snipers: Penetrator Rods (piercing damage) | |
− | + | Cannons: Kinetic, Fragmentation, and Plasma-Jet rockets (blunt, slashing, and piercing damage respectively) | |
Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity. | Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity. | ||
Line 15: | Line 16: | ||
There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill. | There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill. | ||
− | + | Scatterpistols: 6-gauge slugs/rounds | |
− | + | Scatterguns: 4-gauge slugs/rounds | |
− | + | Scattercannons: 2-gauge slugs/rounds | |
− | |||
− | |||
− | |||
− | |||
Although any ranged weapon can be used as a club, spear, or axe in a pinch, they tend to be far more powerful than their melee counterparts when used properly and loaded with ammunition. Please note that the fabrication menu can be very confusing with many different options for each weapon type. For fortress mode, the adjectives are primarily cosmetic, although, as noted in the table below, some vary slightly in size and some have different melee profiles due to different bayonet fittings. | Although any ranged weapon can be used as a club, spear, or axe in a pinch, they tend to be far more powerful than their melee counterparts when used properly and loaded with ammunition. Please note that the fabrication menu can be very confusing with many different options for each weapon type. For fortress mode, the adjectives are primarily cosmetic, although, as noted in the table below, some vary slightly in size and some have different melee profiles due to different bayonet fittings. | ||
Line 74: | Line 71: | ||
|rowspan="3"| 9000 | |rowspan="3"| 9000 | ||
|rowspan="3"| 1200 | |rowspan="3"| 1200 | ||
− | |rowspan="3"| bullet | + | |rowspan="3"| bullet, nail spike |
|- | |- | ||
| Bayonet stab || edge || 5 || 1000 || x1.0 | | Bayonet stab || edge || 5 || 1000 || x1.0 | ||
Line 89: | Line 86: | ||
|rowspan="3"| 11000 | |rowspan="3"| 11000 | ||
|rowspan="3"| 1500 | |rowspan="3"| 1500 | ||
− | |rowspan="3"| bullet | + | |rowspan="3"| bullet, nail spike |
|- | |- | ||
| Bayonet stab || edge || 5 || 1000 || x1.0 | | Bayonet stab || edge || 5 || 1000 || x1.0 | ||
Line 119: | Line 116: | ||
|rowspan="3"| 7000 | |rowspan="3"| 7000 | ||
|rowspan="3"| 1200 | |rowspan="3"| 1200 | ||
− | |rowspan="3"| | + | |rowspan="3"| none |
|- | |- | ||
| Bayonet stab || edge || 5 || 1000 || x1.0 | | Bayonet stab || edge || 5 || 1000 || x1.0 | ||
Line 134: | Line 131: | ||
|rowspan="7"| 15000 | |rowspan="7"| 15000 | ||
|rowspan="7"| 1500 | |rowspan="7"| 1500 | ||
− | |rowspan="7"| bullet | + | |rowspan="7"| bullet, nail spike |
|- | |- | ||
| Stock bash || blunt || 10 || (200) || x2.0 | | Stock bash || blunt || 10 || (200) || x2.0 | ||
Line 159: | Line 156: | ||
|rowspan="7"| 20000 | |rowspan="7"| 20000 | ||
|rowspan="7"| 3000 | |rowspan="7"| 3000 | ||
− | |rowspan="7"| bullet | + | |rowspan="7"| bullet, nail spike |
|- | |- | ||
| Stock bash || blunt || 10 || (200) || x2.0 | | Stock bash || blunt || 10 || (200) || x2.0 | ||
Line 184: | Line 181: | ||
|rowspan="7"| 12000 | |rowspan="7"| 12000 | ||
|rowspan="7"| 1200 | |rowspan="7"| 1200 | ||
− | |rowspan="7"| | + | |rowspan="7"| none |
|- | |- | ||
| Stock bash || blunt || 10 || (200) || x2.0 | | Stock bash || blunt || 10 || (200) || x2.0 | ||
Line 273: | Line 270: | ||
| penetrator rod | | penetrator rod | ||
|} | |} | ||
+ | |||
+ | Rail-rifles serve as the base-line standard of technology in the wasteland. Some civilizations of exceptional technology will have access to coil-rifle production, and more primitive races are confined to chem-gunner technology in the scattergun and nail-gun classes. Note: due to a bug, nail-guns do not have any assigned ammunition. | ||
==== Ammunition ==== | ==== Ammunition ==== | ||
Line 314: | Line 313: | ||
Despite the power of ranged weaponry available in the wasteland many beasts and opponents are formidably durable and can close the distance very quickly and, once there, the only viable option is a melee response. Many such weapons can be found in use in the wasteland from stone knives to the pinnacle nanotechne weaponry of the Empire-that-was. | Despite the power of ranged weaponry available in the wasteland many beasts and opponents are formidably durable and can close the distance very quickly and, once there, the only viable option is a melee response. Many such weapons can be found in use in the wasteland from stone knives to the pinnacle nanotechne weaponry of the Empire-that-was. | ||
Please note that there are many variations for each weapon with different adjectives. Most are purely cosmetic but some alter the attack profile, size, or other parameters as is listed on the table below. | Please note that there are many variations for each weapon with different adjectives. Most are purely cosmetic but some alter the attack profile, size, or other parameters as is listed on the table below. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
Line 582: | Line 563: | ||
| Shaft bash || blunt || 10000 || (6000) || x1.25 | | Shaft bash || blunt || 10000 || (6000) || x1.25 | ||
|} | |} | ||
− | + | Note: All weapons can be crafted from weapons-grade nanotechne. In addition, wedge swords, wedge axes, and shivs both regular and edged can be crafted from knappable stone. | |
− | + | ||
= Related Pages = | = Related Pages = | ||
Line 592: | Line 573: | ||
[[Modification:The Long Night: Materials|The Long Night: Materials]]<br> | [[Modification:The Long Night: Materials|The Long Night: Materials]]<br> | ||
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]<br> | [[Modification:The Long Night: Creatures|The Long Night: Creatures]]<br> | ||
− | [[Modification:The Long Night: | + | <!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --> |