Weapons

From BPM Wiki
Jump to navigation Jump to search

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: Damage is based off the base pistol damage: e.g. 2 damage is 2x the pistol damage. NOTE 2: 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

Icon Name Tier Magazine Capacity Reload Time Fire rate Damage/Unique Characteristics
Pistol.png Pistol 1 8 2 half beats 1 Shot per half beat 1 Damage, short range
Blaster.png Shotgun Pistol 1 4 3 half beats 1 Shot per half beat 3 damage point blank - decreases to 0.33 damage at max range
Revolver.png Revolver 1 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per half beat 2 damage, Some recoil
HandCannon.png Haunted Revolver 1 4 3 half beats 1 Shot per half beat 4 to 3 damage (max range), None
SubmachineGun.png Burst SMG 1 21 2 half beats 1 Burst per half beat 0.66 dmg per bullet (~2 dmg per burst), 3 Round Burst, short range
Shotgun.png Pump Shotgun 1 6 3 half beats 1 Shot per beat 4 (close) to 1 (far) damage, Must be "pumped" after each shot, using a half beat. Currently reloading/'pumping' does not need to be on beats or half beats (bug?)
DoubleBarrel.png Sawn-off Shotgun 2 2 2 half beats 1 Shot per half beat 6 (close) to 0.33 (far) damage, None
Winnie.png Lever Action 2 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat 2 damage, long base range, Must be "pumped" after each shot, using a half beat
GrenadeLauncher.png Grenade Launcher 2 6 3 half beats 1 Shot per beat 4 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big range)
RocketLauncher.png Rocket Launcher 2 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per beat 6 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range)
RailGun.png Gauss Cannon 2 3 3 half beats 1 Shot per beat ~10 damage [verification needededit?], Fires through walls
MiniGun.png Minigun 2 30 3 half beats Initially one shot per beat, spools up to 8 shots per beat 1 damage, Spooling mechanic, increases fire rate the longer the trigger is held. If you start shooting at the half-beat then next shot will be shot faster (bug?).
AlienBlaster.png Raygun 3 Infinite N/A 1 Shot per half beat ~8 damage, Overheats after 7 consecutive shots if all are fired on half and full beat. Firing 6 times in a quick succession and waiting one beat for the last one resets the heat-up. Cooldown to shoot after overheat is 2 beats.
SpreadPistol.png Charge Pistol 3 Infinite N/A 1 Shot per beat ~9 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area)
BigGun.png Fireball Launcher 3 Infinite N/A 1 Shot per beat 4 damage, Fireballs have a bigger explosion radius than rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Rocket-jump (big in big range)
EnergyCannon.png Energy Cannon 3 1 1 + 1 per ammo 1 Shot per beat ~30 Damage [verification needededit?], Shots will fire one half beat after the initial trigger press. Shots explode 1 beat after firing, hit-scan, does not work with ItemTwiceGloves.png Quaternote. Rocket-jump (huge in small range)
MagicHands.png Hands N/A Infinite N/A 1 Shot per half beat 1 damage, Can only be used by Njord. Does not appear as loot.
BoltActionRifle.png Bolt-Action Rifle ? 4 3 half beats 1 Shot per beat 3 Damage, must be "rechambered" after every shot, using a half beat. Very long (infinite?) range.
Garand.png Garand ? 3 1 half beat 1 Shot per half beat 2 Damage
DoubleTap.png Double-Tap ? 6 2 half beat 1 Burst per half beat ? Damage, 2 shots per burst, must be "pumped" after each burst using half beat.