Weapons

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Revision as of 23:43, 27 December 2021 by [T]aKer :) (76561198001778013) (talk | contribs) (Moved all damage values to allow sorting by damage; Fixed some errors / inconsistencies; Created "delay" mark for Energy Cannon and Charge Pistol; Added details for Raygun; Removed / reworded some repetitions; Added missing Quarternote links.)
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Weapons are your main tools to fight against the forces of the underworld. Weapons can be obtained from GridRoomArmoury.png Muninn's armory, certain chests, or certain altars.

NOTE: Tier is only linked to cheapest pedestal Muninn can place the weapon on. First pedestal only contains tier 1 guns, second may contain tier 1 and 2 guns, third may contain all guns.

Weapon list

Weapons with the Pump-Action mark have a mechanic where after each shot you have to "pump" the weapon, may be used on half beat.

Weapons with the Hand Reload mark have a unique reloading mechanic, where you tap "reload" once to start the reload, then tap "reload" for all the ammo you consumed. So to reload 6 bullets from an empty magazine, you will have to tap "reload" 7 times.

Weapons with the Shotgun mark shoot a spread of pellets, the damage is written as the sum of all pellets.

Weapons with the Delay mark have one half beat of delay between the moment you press the Attack key and the weapon firing.

Icon Name Tier Magazine Capacity Reload Time Fire rate Type Damage/Unique Characteristics
Pistol.png Pistol 1 8 2 half beats 1 Shot per half beat Hitscan 50 damage. Short range.
Blaster.png Shotgun pistol 1 4 3 half beats 1 Shot per half beat Hitscan 160 (close) to 16.5 (far) damage. Shotgun.
Revolver.png Revolver 1 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per half beat Hitscan 100 damage. Hand Reload. Some recoil.
HandCannon.png Haunted revolver 1 4 3 half beats 1 Shot per half beat Explosive Hitscan 250 (close) to 150 (far) damage.
SubmachineGun.png Burst SMG 1 21 2 half beats 1 Burst per half beat Hitscan 150 damage (3*50). Short range.
Shotgun.png Pump shotgun 1 6 3 half beats 1 Shot per beat Hitscan 240 (close) to 50 (far) damage. Shotgun, Pump-Action.
DoubleBarrel.png Sawn-off shotgun 2 2 2 half beats 1 Shot per half beat Hitscan 288 (close) to 16.5 (far) damage. Shotgun. The full reload animation, with sounds, takes 3 half beats while the weapon is ready to be fired after only 2 half beats (bug?).
Winnie.png Lever action 2 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat Hitscan 135 damage. Pump-Action, Hand Reload. Long range.
GrenadeLauncher.png Grenade launcher 2 6 3 half beats 1 Shot per beat Explosive Physics Projectile 250 damage. Grenades detonate automatically after a half beat. Big AoE, small Rocket-jump.
RocketLauncher.png Rocket launcher 2 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat Explosive Projectile 300 damage. Hand Reload. Rockets will home onto enemies if within range. Small AoE, medium Rocket-jump.
RailGun.png Gauss cannon 2 3 3 half beats 1 Shot per beat Hitscan 450 damage. Fires through walls and shields
EnergyCannon.png Energy cannon 2 1 1 + 1 per ammo 1 Shot per beat Explosive Hitscan 2000 damage. Hand Reload, Delay. Shots explode 1 beat after firing. Does not work with ItemTwiceGloves.png Quarternote. Very small AoE, big Rocket-jump.
MiniGun.png Minigun 2 30 3 half beats Initially one shot per beat, spools up to 8 shots per beat Hitscan 50 damage. Spooling mechanic, takes 8 beats and 11 bullets before reaching it's maximum fire rate. Some recoil. Does not work with ItemTwiceGloves.png Quarternote.
AlienBlaster.png Raygun 3 Hidden (Energy) +12.5% Energy per half beat if not overheat, 4 half beat if overheat 1 Shot per half beat Projectile 350 damage. Uses an energy system, each shot consuming 25% energy while continually refilling at a rate of 12.5% every half beat. Overheats after 7 uninterrupted shots. An 8th shot can be achieved if they are timed slightly after the (half) beats due to the energy's continuous refill.
SpreadPistol.png Charge pistol 3 Infinite N/A 1 Shot per beat Explosive Projectile 350 damage. Delay. Can slightly push bosses. Does not work with ItemTwiceGloves.png Quarternote. Small AoE, medium Rocket-jump.
BigGun.png Fireball launcher 3 Infinite N/A 1 Shot per beat Explosive Physics Projectile 200 damage. Unlike most other projectiles, the fireball does not home onto enemies. Fireballs have a bigger explosion radius than the rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Big AoE, big Rocket-jump.
MagicHands.png Hands N/A Infinite N/A 1 Shot per half beat Projectile 50 damage. Can only be used by Njord. Does not appear as loot.
BoltActionRifle.png Bolt-action rifle 2 4 3 half beats 1 Shot per beat Hitscan 150 Damage. Pump-Action. Very long range. Slightly pushes enemies away.
Garand.png Garand 1 3 1 half beat 1 Shot per half beat Hitscan 90 Damage. Very long range.
DoubleTap.png Double-tap 2 6 2 half beats 1 Burst per beat Hitscan 480 Damage (240*2). Shotgun, Pump-Action.
File:GoldenPistol.png Golden pistol 2 4 2 half beats 1 shot per half beat Hitscan 300 Damage. Has the same range as the Pistol.