====== Doomed: New Weapons ====== When you're knee deep in the dead, you need the firepower to keep them down. That's where our new weapons come into play... For weapons borrowed from Doom stats, double base damage to get Fallout damage #. === Spiked Fists === ^ Quality ^ Value ^ | Type | Unarmed | | Requirements | Unarmed 50, Str 4 | | Dmg/atk | 40 | | Crit dmg | 40 | | Crit % Mult | x1 | | Atks/sec | 1.45 | | AP | 20 | | Weight | 2 | | Value | 400 | | Item HP | 300 | | Repair | Spiked Fists; Spiked Knuckles; Brass Knuckles; Unarmed (JR) | | Model | Spiked Knuckles | This is a set of spiked knuckles with heavy reinforcement that is capable of dealing more damage than those found in the Wasteland, but is also much slower due to also being twice as heavy. It is a common find in soldier inventories. === Combat Knife === Although an uncommon find, this is not a 'new' weapon; it's the common Combat Knife normally found in the Wasteland. Here, however, it's only sometimes found in the inventory of soldiers. === Flashlight === Aside from generating light, you can also hit people with it. There may be a weapon mod to attach flashlights to normal weapons, if the scripting works properly - requirements are an appropriate flashlight and a mounting bracket (made from scrap metal), or maybe just a flashlight and duct tape (for the do-it-yourself crowd.) Not a priority by any means, but these options would be nice. === Beavertooth === ^ Quality ^ Value ^ | Type | Unarmed | | Requirements | Melee Weapons 75, Str 7 | | Dmg/atk | 100 | | Crit dmg | 20 | | Crit % Mult | x1 | | Atks/sec | 2 | | AP | 65 | | Effect | Ignore DT/DR | | Weight | 20 | | Value | 4800 | | Item HP | 1000 | | Repair | Beavertooth; Chainsaw; Ripper; Two-Handed Melee (JR) | | Model | Chainsaw | The Beavertooth is a modified Chainsaw that does more damage per hit and cuts faster, but wears down very quickly as a result (and has less item HP than the standard chainsaw). It has a 30" reach, if that differs from the existing Chainsaw. === C5mm Pistol === ^ Quality ^ Value ^ | Type | One-Handed Pistol | | Requirements | Guns 50, Str 6 | | Dmg/atk | 28 | | Crit dmg | 28 | | Crit % Mult | x1 | | Atks/sec | 2.5 | | Reload Time | 2.25 sec | | AP | 20 | | Projectiles | 1 | | Spread | 0.5 | | Ammo Capacity | 12 | | Ammo Per Shot | 1 | | Shots Per Reload | 12 | | Ammo Type | C5mm | | Weight | 5 | | Value | 800 | | Item HP | 300 | | Repair | C5mm Pistol; One-Handed Pistols (JR) | | Model | That Gun | The caseless 5mm pistol is the standard sidearm of UAC base security, and is commonly found in the possession of civilian personnel as well. Its ammunition is lightweight and a single clip is usually sufficient to deal with security breaches. Unlike That Gun, it does not have high critical chance, fires more slowly, and inflicts less damage; however, it holds more ammunition, reloads more quickly, and lasts longer without maintenance. === Pump-Action Shotgun === ^ Quality ^ Value ^ | Type | Hunting Shotgun | | Requirements | Guns 75, Str 5 | | Dmg/atk | 14x7 | | Dmg/projectile | 14 | | Crit dmg | 14 | | Crit % Mult | x1 | | Atks/sec | 0.75 | | Reload Time | 1 sec | | AP | 28 | | Projectiles | 7 | | Spread | 2.2 | | Ammo Capacity | 8 | | Ammo Per Shot | 1 | | Shots Per Reload | 8 | | Ammo Type | 12 gauge shell | | Weight | 8 | | Value | 800 | | Item HP | 300 | | Repair | Pump-Action Shotgun; Bolt/Lever/Pump-Action Guns (JR) | | Model | Hunting Shotgun | This pump-action shotgun is considered a multi-purpose security tool on Mars due to its ability to use nonlethal rounds for crowd suppression, pulse slugs for incapacitating rogue security robots, standard shells for quick target neutralization, and slug rounds for large-target incapacitation. It has a wide spread compared to the hunting shotgun, and reloads more slowly. However, it has a more powerful impact on the target, and works with Shotgun Surgeon and And Stay Back!, which both are extremely useful in Demon management. Like the hunting shotgun, it can be partially reloaded if the weapon needs to be fired. (Note that the Doomed damage conversion formula would list each projectile's damage as 28; this might or might not be overpowered depending on the effect of spread. Spread for the original gun is 22 degrees.) === Super Shotgun === ^ Quality ^ Value ^ | Type | Sawed-Off Shotgun | | Requirements | Guns 75, Str 5 | | Dmg/atk | 14x14 | | Dmg/projectile | 14 | | Crit dmg | 14 | | Crit % Mult | x1 | | Atks/sec | 2.3 | | Reload Time | 3.1 sec | | AP | 35 | | Projectiles | 14 | | Spread | 4 | | Ammo Capacity | 2 | | Ammo Per Shot | 2 | | Shots Per Reload | 1 | | Ammo Type | 12 gauge shell | | Weight | 4 | | Value | 2400 | | Item HP | 240 | | Repair | Super Shotgun; Bolt/Lever/Pump-Action Guns (JR) | | Model | Sawed-Off Shotgun | This break-action shotgun, like the sawed-off shotgun, has an extremely large spread, but also throws a high number of projectiles down-range, making it good for the shotgun equivalent of spray-and-pray combat. It is compatible with the same shells as the pump-action shotgun, inflicts much greater damage, and lasts three times as long; however, its reload time is just as slow as the original. === MG-88 Enforcer === ^ Quality ^ Value ^ | Type | Light MG | | Requirements | Guns 75, Str 5 | | Dmg/atk | 18 | | Dmg/projectile | 18 | | Crit dmg | 18 | | Crit % Mult | x0.2 | | Atks/sec | 10 | | Reload Time | 2.54 sec | | AP | 30 | | Projectiles | 1 | | Spread | 0.1 | | Ammo Capacity | 60 | | Ammo Per Shot | 1 | | Shots Per Reload | 60 | | Ammo Type | C3mm | | Weight | 8 | | Value | 1200 | | Item HP | 600 | | Repair | MG-88 Enforcer; Bolt/Lever/Pump-Action Guns (JR) | | Model | Automatic Rifle | A light machine gun that uses very lightweight 3mm caseless ammunition to throw a lot of bullets downrange very quickly with extremely low spread, high ammo capacity, and high rate of fire. Notably, however, individual rounds do less damage and may not punch through damage thresholds reliably. === UAC Mach 2 Chaingun === ^ Quality ^ Value ^ | Type | Minigun | | Requirements | Guns 100, Str 10 | | Dmg/atk | 40 | | Dmg/projectile | 40 | | Crit dmg | 40 | | Crit % Mult | x0.04 | | Atks/sec | 10 | | Reload Time | 2.08 sec | | AP | 30 | | Projectiles | 1 | | Spread | 0.5 | | Ammo Capacity | 60 | | Ammo Per Shot | 1 | | Shots Per Reload | 60 | | Ammo Type | C8mm | | Weight | 15 | | Value | 4800 | | Item HP | 1200 | | Repair | UAC Mach 2 Miniguns; Miniguns (JR) | | Model | Automatic Rifle | The UAC variant of the minigun holds much less ammo than the Wasteland minigun (60 rounds as opposed to 240 rounds), fires half as fast, reloads in half the time and weighs almost half as much. The impact per round and degree of spread is significantly improved, meaning that enemies with this weapon are terrifying opponents... but also meaning that when the player gets hold of one, it will chew up everything in its path. === UAC Rocket Launcher === ^ Quality ^ Value ^ | Type | Rocket Launcher | | Requirements | Explosives 75, Str 6 | | Dmg/atk | 100 impact + 100 explosion (125 unit splash range) | | Dmg/projectile | 40 | | Crit dmg | 100 | | Crit % Mult | x0.1 | | Atks/sec | 1 | | Reload Time | 2.08 sec | | AP | 55 | | Projectiles | 1 | | Spread | 0.1 | | Ammo Capacity | 5 | | Ammo Per Shot | 1 | | Shots Per Reload | 5 | | Ammo Type | Rocket | | Weight | 20 | | Value | 3600 | | Item HP | 100 | | Repair | UAC Rocket Launcher; Missile Launcher (JR) | | Model | Missile Launcher | The UAC made this heavy-duty rapid fire rocket launcher to destroy large obstacles; it uses a five-shot clip and inflicts very high explosion damage, and reloads much faster than the standard missile launchers available to Wastelanders. === Grenades === Grenades are uncommon in the Doomed world but can usually be found in security and military lockers; the player can find Stun Grenades, Frag Grenades, Holy Frag Grenades, Incendiary Grenades, Plasma Grenades and Pulse Grenades. === Series 3 Plasma Gun === ^ Quality ^ Value ^ | Type | Plasma Rifle | | Requirements | Energy Weapons 100, Str 8 | | Dmg/atk | 32 | | Dmg/projectile | 32 | | Crit dmg | 32 | | Crit % Mult | x1 | | Atks/sec | 8 | | Reload Time | 2.5 sec | | AP | 25 | | Projectiles | 1 | | Spread | 0.01 | | Ammo Capacity | 50 | | Ammo Per Shot | 1 | | Shots Per Reload | 50 | | Ammo Type | Plasma Cell | | Weight | 20 | | Value | 7200 | | Item HP | 200 | | Repair | Series 3 Plasma Gun; Energy Weapons (JR) | | Model | Plasma Caster | The Series 3 Plasma Gun launches blue balls of plasma downrange at the target (velocity 700);