Weapons

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Horizon adds quite a few new weapons. Many changes are made to weapons in Horizon.


General weapon changes[edit | edit source]

  • Ranged weaponry has its critical damage significantly reduced
  • Mods that have critical damage now say the actual value instead of vague wording
  • Automatic firing mode does not affect damage

Strength requirements[edit | edit source]

Equipping most heavy weapons and large melee weapons require a certain base strength now

  • Temporarily buffed strength does NOT allow you to meet the requirements
  • Temporary debuffs shouldn't effect your ability to equip weapons
  • Being in Power Armor will bypass any strength requirement on weapons
  • Exiting Power Armor will unequip the weapon if you lack the strength

Condition[edit | edit source]

  • Weapons have one of the conditions: normal, deteriorated, degraded, destroyed.
  • Conditions are pre-set and weapons do not deteriorate with use.
  • Every next one has lower damage.
  • Destroyed weapons can be only fired several times before breaking down completely.
  • You can reverse-engineer low-condition weapons at ZX-1 and craft normal one.

Receivers[edit | edit source]

  • Most receivers now have a better progression (in terms of crafting requirements) and purpose
  • All receivers on ranged weapons now require weapon parts to craft them

Magazines[edit | edit source]

  • The following weapons are effected: 10mm, Deliverer, Combat Rifle, Combat Shotgun, Assault Rifle, Pipe Guns
  • Standard Magazines: Are now slower by default to try and replicate are more realistic base speed
  • Quick Eject Mag is now "Rapid Eject Magazine", and are intended to always be the faster reload speed now
  • Rapid Eject Magazine: Slightly slower than before, but still feels noticibly fast over standard
  • Drum Mags: Slightly slower than standard mags
  • Quick Eject Large Mags: Slightly slower than regular quick eject mags

Melee[edit | edit source]

Supermutant weapons[edit | edit source]

Generally not very sophisticated or fast to use, but enjoy high damage.

  • Killamajig
  • Shovel
  • Organ pipe
  • Water pipe
  • Improvised mace: contains basic circuitry
  • Improvised war club: contains basic circuitry
  • Machete glaive
  • Skull pike
  • Handmade axe

High-tech melee[edit | edit source]

  • Thermic lance: modeled after fallout:Thermic lance from New Vegas, but sadly does not work same way. Swings instead. Does energy damage. Has Institute variant.
  • Micro-sledge: compact and deadly weapon.
  • Synth blade: two-handed blade that does additional energy damage.

Bolt throwing[edit | edit source]

  • Repeating bolter: fires bolts that can be sometimes reused. Uses Sniper skill.

Energy[edit | edit source]

Gauss[edit | edit source]

Gauss weapons enjoy bonuses both for Ballistic and Energy weapons and have +50% armor penetration.