Weapons

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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: 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 3.2 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 4.8 (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 2.7 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 9 damage, 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 7 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 32 damage, 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 Quarternote. 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 2 4 3 half beats 1 Shot per beat 3 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away.
Garand.png Garand 1 3 1 half beat 1 Shot per half beat 1.8 Damage, very long range
DoubleTap.png Double-Tap 2 6 2 half beats 1 Burst per beat 9.6 Damage, 2 shots per burst, must be "pumped" after each burst using a half beat.
File:GoldenPistol.png Golden Pistol 2 4 2 half beats 1 shot per half beat ? Damage, has the same range as the pistol but deals significantly more damage