Weapons

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You’re going to find many bits and pieces during your time in Chicago. Whether it's from a building you ransack, or the pockets of someone you’ve just killed, there’s more to be found than just money and guns. Here are some of the items floating around the streets of Chicago.

Equipping weapons and items[edit | edit source]

Weapons and items can be viewed and equipped from the inventory tab of the character sheet. Mousing over (or highlighting on the controller) the inventory slots will show you the equipped items stats.

Manual Gangsters items.png

Clicking into the item will show you a list of items you have obtained that can be equipped in that slot. To equip the weapon, click it and select ‘Take from Storage’. If a weapon is already in use by another gangster in your crew, their face will appear beside it, like Gibby’s handsome mug in the picture below.

Manual Gangsters items 2.png

Effective range[edit | edit source]

Weapon's chance to perform better based on its effective range of shot
Range
(meters)
Point-blank Close Medium Long Very long Point-blank
(shotgun)
Close
(shotgun)
Medium
(shotgun)
1 +30% +25% +15% −30% −50% +30% +25% +20%
2 +25% +23% +15% −20% −40% +20% +22% +18%
3 +20% +20% +13% −10% −30% +10% +18% +16%
4 +10% +15% +13% −10% −25% +5% +15% +14%
5 +10% +12% −5% −20% +10% +12%
6 +5% +12% −5% −15% +5% +10%
7 +11% −10% −20% +8%
8 −5% +11% −20% +5%
9 −5% +10% −20% −10%
10 −10% +10% −25% −20%
11 −10% −5% +5% −25% −20%
12 −15% −5% +5% −25% −25%
13 −15% −5% +5% −30% −25% −10%
14 −20% −10% +5% −30% −30% −10%
15 −20% −10% +10% −30% −30% −20%
16 −25% −10% −5% +11% +5% −35% −35% −20%
17 −25% −20% −5% +12% +5% −35% −35% −25%
18 −25% −20% −10% +13% +5% −35% −35% −25%
19 −30% −20% −10% +14% +5% −45% −45% −30%
20 −30% −25% −15% +15% +10% −45% −45% −30%
21 −30% −25% −15% +16% +15% −45% −45% −35%
22 −30% −25% −20% +17% +20% −50% −50% −35%
23 −30% −30% −20% +18% +25% −50% −50% −45%
24 −30% −30% −25% +19% +35% −50% −50% −45%
25 −30% −30% −25% +20% +40% −50% −50% −50%
Weapon's increased damage outcome based on its effective range of shot
Range
(meters)
Point-blank
(shotgun)
Close
(shotgun)
Medium
(shotgun)
1 +15% +15% +15%
2 +10% +10% +15%
3 +5% +5% +10%
4 +5% +10%
5 +5%
6 +5%
AI's desired range based on weapon's effective range of shot
Range Point-blank Close Medium Long Very long Point-blank
(shotgun)
Close
(shotgun)
Medium
(shotgun)
Meters 3 5 9 15 20 3 4 5

Explosives[edit | edit source]

Name Rarity Effective
range
Radius Damage Critical damage Critical chance Overwatch Additional
modifiers
Value Score
Weapon Explosive MK2Grenade.png MK2 Grenade Common 8 2 40 - 60 40 - 60 5% +2 Armor damage 2050 175
Weapon Explosive Stielhandgranate1917.png M17 Stielhandgranate Uncommon 12 2 25 - 45 25 - 45 10% +3 Armor damage 2635 181
Weapon Explosive Dynamite.png Dynamite Stick Uncommon 8 1 36 - 51 36 - 51 5%
  • +1 Armor damage
  • +5% Knockback chance
2144 179
Weapon Explosive DynamiteBundle.png Dynamite Bundle Uncommon 8 2 60 - 75 60 - 75 15%
  • +2 Armor damage
  • +25% Knockback chance
3168 224
Weapon Explosive DynamiteStack.png Dynamite Stack Rare 8 3 70 - 90 70 - 90 20%
  • +3 Armor damage
  • +40% Knockback chance
3780 257
Weapon Explosive StenderGrenade.png Stender Grenade Rare 9 1 85 - 90 85 - 90 35%
  • +4 Armor damage
  • +60% Knockback chance
5288 295
Weapon Explosive MillsBomb.png Mills Bomb Rare 10 1 40 - 60 40 - 60 35%
  • +4 Armor damage
  • +50% Stun chance
5250 257
Weapon Explosive DiscusGrenade.png Discus Grenade Rare 18 1 70 - 85 70 - 85 35%
  • +4 Armor damage
  • +50 Knockout
5278 285
Weapon Explosive F1Grenade.png F1 Grenade Rare 12 1 50 - 80 50 - 80 35%
  • +4 Armor damage
  • +50 Slow
5265 272
Ability boss DeathBlossomBombs.png Death Blossom Bombs Unique 12 20 - 30 20 - 30 0%
Unknown.png Explosive Shotgun Round Unique Medium 50 - 50 50 - 50 0%
Unknown.png Shrapnel Bomb Unique 10 4 20 - 30 22 - 33 5%
  • +1 Armor damage
  • +100 Bleeding
  • +100% Knockback chance
  • +100 Slow
Unknown.png Time Bomb Unique 14 2 40 - 75 50 - 93 10%
  • +2 Armor damage
  • +100 Bleeding
Unknown.png Cluster Grenade Unique 16 1 30 - 50 45 - 75 40%
  • +5 Armor damage
  • +25% Stun chance

Name Description
Weapon Explosive MK2Grenade.png MK2 Grenade The standard-issue anti-personnel hand grenade of the U.S. forces. The MK2 explodes in a blast of metal fragments, showering the surrounding area in shrapnel.
Weapon Explosive Stielhandgranate1917.png M17 Stielhandgranate The unique handle of the M17 Stielhandgranate allows it to be thrown over a greater distance.
Weapon Explosive Dynamite.png Dynamite Stick Mainly used for mining, construction, and demolition, the humble dynamite stick has paved the way for American industry for more than sixty years. Easy to use and extremely effective, dynamite is an essential tool for a business's expansion.
Weapon Explosive DynamiteBundle.png Dynamite Bundle Tightly bound together, this bundle of dynamite increases the explosive power of the standard dynamite stick. It's ideal for use on stubborn doors or people who didn't get the message the first time. Just make sure to stand farther back when using it.
Weapon Explosive DynamiteStack.png Dynamite Stack Adding even more dynamite sticks to the bundle creates a stack of dynamite. The dynamite stack has increased explosive power and is sure to open even the most secure of doors and vaults of Chicago.
Weapon Explosive StenderGrenade.png Stender Grenade Hard to come by, and difficult to escape. The hexagonal Russian grenade is a rare and devastating sight on the streets of Chicago.
Weapon Explosive MillsBomb.png Mills Bomb A defensive grenade type, the Mills Bomb explodes in a wide cloud of tiny fragmentation pieces, wounding anyone caught in the blast.
Weapon Explosive DiscusGrenade.png Discus Grenade Due to the unusual construction of the Discus Grenade, it generates a small but deadly blast radius on impact. Perfect for removing single targets.
Weapon Explosive F1Grenade.png F1 Grenade Introduced by the French army early in the Great War, it replaced its initial percussion based ignition plug with an automatic one for greater, more devastating effects. Bring a taste of continental Europe to Chicago streets.
Weapon Explosive SatchelCharge.png Satchel Charge A parcel of dynamite and detonator all wrapped up in a neat little package. Give your enemies a real special delivery.

Projectile weapons[edit | edit source]

Weapon types[edit | edit source]

Equipping your gangsters with the right tools for the job is invaluable. There are a variety of weapons and items available for use in combat in Empire of Sin. Most importantly, there are six variety of fire-arms, each with their own strengths and limitations:

  • Handguns: These are your secondary weapons, and range from high damage revolvers, to low damage but high crit-chance semi-automatic pistols.
  • Heavy machine guns: The heavy machine gun type offers incredibly high fire power and inherent armor damage, with the standard Fire action firing a burst of 5 rounds at the target. However, all HMG cost 2AP to fire, meaning you’ll need to get into position before being able to unload a volley of death at your target of choice. There’s also a hefty penalty to your marksmanship due to their unwieldy nature.
  • Submachine guns: The iconic mobster weapon, the submachine gun’s basic fire action will shoot a burst of three rounds at the target, with each round dealing individual damage. Difficult to wield, all submachine guns suffer from an inherent marksmanship penalty.
  • Shotguns: Primarily a primary weapon type, shotguns feature the only non-handgun secondary in the form of the Short-Barreled Shotgun. Shotguns offer a unique opportunity with their special ‘Shotgun Blast’ action, a very powerful area-of-effect shot.
  • Rifles: Rifles offer flexibility with huge damage and inherent armor damage. Not as powerful or as costly to use as its bigger brother, the sniper rifle, the hunting and combat rifles you’ll encounter are fantastic at mid to long range fights. Perfect for open ground street fights.
  • Sniper rifles: Not much survives a direct hit from one of these monsters (unless they’re wearing body armor, of course). Delivering death from afar, the Sniper Rifle will allow you to keep your distance while delivering devastating attacks. An almost guaranteed one shot on all but the toughest enemies, sniper rifles chew through armor like tissue, leaving heavily armoured enemies exposed. The catch? Sniper rifles are almost useless in short to mid range fights, suffering a large marksmanship penalty the closer you are to the target. They are also expensive to fire with a cost of 2AP for their basic fire action.

Ammo[edit | edit source]

Ammo Rarity Effects Description
Ammo 38.png Regular Rounds Common N/A Primer, powder, and copper-jacketed lead, all packed together in a brass casing. Common, standard, and effective.
Ammo 9mm.png Sure Shot Rounds Uncommon +10 Marksmanship High-quality ammo with the perfect ratio of gunpowder to bullet weight. These bullets go exactly where the shooter wants them to go.
Ammo 9mm Red.png High Impact Rounds Uncommon +15% Critical hit chance Typically issued to law enforcement, High Impact Rounds distribute large amounts of kinetic energy over a wider surface area.
Ammo 45ACP.png Bear Rounds Uncommon +10 Critical hit damage Originally manufactured to put down wild bears, Bear Rounds have been brought to the urban crime scene.
Ammo 45ACP Red.png Anvil Rounds Uncommon +10 Damage Anvil Rounds are cartridges hand-loaded with heavier bullets than normal ammunition, packing a heavier punch than other forms of ammo.
Unknown.png AP Rounds Rare AP Rounds ignore a target's body armor. AP Rounds contain a harder steel core that passes straight through body armor or lightly armored vehicles.
Ammo 300 Blue.png Riot Rounds Uncommon 25% chance to knock back the target. Riot Rounds are a modified bullet used to disperse large, unruly mobs.
Ammo 30-06.png Dum-Dum Rounds Epic +5% Chance to instantly kill the target Dum-Dum Rounds are a brutal type of bullet that expand when they hit a target, causing enormous wound cavities.
Unknown.png Dirty Rounds Epic Targets have a 10% chance to be poisoned. Dirty Rounds modify the bullet with a liquid mercury core, delivering a heavy dose of metal poisoning into the victim's bloodstream.
Ammo 38.png K.O. Rounds Rare Targets have a 10% chance to be knocked out. K.O. (Knockout) Rounds modify the weapon to fire a heavier caliber, increasing the weapon's chance to knockout the target.
Unknown.png Cutter Rounds Rare Targets have a 15% chance to bleed. Cutter Rounds are particularly devious, using milled bullets designed to add additional lacerations to a bullet wound.
Unknown.png Shatter Rounds Rare Shots will shatter one point of the target's armor. Shatter Rounds are designed to damage enemy armor.
Unknown.png Viper Darts Unique Targets have a 75% chance to be poisoned. Viper Darts are coated in a hand crafted tincture of snake venom and poisonous plant sap.
Unknown.png Barbed Darts Unique Targets have a 75% chance to bleed. Barbed Darts have been milled to a fine point with barbs protruding along their shaft.
Ammo Dart Yellow.png Steel Core Dart Unique Ignore enemy armor and shatter 2 points of the target's armor. Steel Core Dart have a steel core that allows them to penetrate and shatter enemy armor.

References[edit | edit source]

  1. To update page content see reference files in folder /EmpireOfSin/EmpireOfSin_Data/StreamingAssets/GameData_Win64~/Lua/Scripts/DataSheets/:
    1. For weapon stats and flavor text see reference file WeaponStats.lua.
    2. For weapon ranges see reference file WeaponRanges.lua.
    3. For ammo stats and flavor text see reference file SpecialAmmo.lua.