Weapons, Armor & NPC Overhaul
Vanilla Weapons Overhaul (Draconis)
Tweaks every vanilla weapon and adds a tiered arsenal on top, with a skill-driven recoil/bloom system, a parts-kit crafting economy, weapon attachments, reworked bags, and fully rearmed factions. Built to stay close to vanilla feel while giving every role a progression path.
Items / NPC / factions
No other weapon mods
Above Baroverhaul
- What it is
- A comprehensive weapon/armor/ammo/NPC overhaul by Draconis (based on SCP-966-1's original, merged with SydWad's Laser Pointer).
- Load position
- Above any other weapon mod and above Baroverhaul (to keep its weapon changes); above DynamicEuropa. Compatible with Barotraumatic anywhere.
- Do NOT run with
- Other weapon overhauls: EHA, CoL, THG, Animated Arms, GunsEnhanced — they edit the same weapons incompatibly.
- Neurotrauma
- Compatible — the mod's extra damage types (frag/blunt/bleed) deliberately worsen NT injuries and cause more limb incapacitation.
On the tables below: Draconis doesn't publish a strict tier table, so the Tier column is best-effort inference from the description + changelogs. Weapon names, governing skill and how-to-obtain are well supported; tier guesses are marked when uncertain.
⚙How the systems work
Recoil, bloom & skill
Every projectile gun has dynamic recoil and a blooming reticle (cone-of-fire) during sustained fire — you must pace your shots rather than hold the trigger. Higher Weapons skill tightens bloom and cuts recoil. Single aimed shots from light rifles/SMGs are accurate; full bursts are not. Heavy weapons (hand cannons, big rifles) have enough recoil to stun or injure low-skill users unless they wear an Exosuit / Exoskeleton, which negates the recoil stun.
Tiers & the parts-kit economy
- Basic — cheap, easily crafted (basic pistols, carbines). Good for arming large or low-skill crews; still deadly in trained hands or at high craftsmanship quality.
- Intermediate — needs talent gear or rarer materials; offers alternate performance (Shotgun Revolver, Aftermarket Carbine). A few (Jovian Shotgun) are cheap bought/found alternatives.
- Advanced — needs an Advanced Parts Kit to craft, or is bought from a reputation vendor; upgrade with a regular Parts Kit for higher quality. Also appears as wreck loot.
Weapons are gated behind faction crafting blueprints, e.g. Coalition Small Arms → Light Pistol; Separatist Advanced Arms → Heavy Pistol; Scav → Scav Pistol/Heavy SMG; Husk Cult → Cult Carbine/Revelator; Protoexo Rifle → Warbringer Carbine. Several weapons use alternate skills (most notably the Laser Rifle requires Medical, not Weapons) — a progression path for non-security roles.
🔫New & variant weapons
Pistols & sidearms
| Weapon | Tier | Skill | How obtained | Notes |
| Machine Pistol | Basic | Weapons | Craft | Now craftable; dmg ~1.15 (between SMG 1.3 and vanilla 0.9) |
| Light Pistol | Basic | Weapons | Craft (Coalition Small Arms) | Cheap basic sidearm |
| Heavy Pistol | Int | Weapons | Craft (Separatist Advanced Arms) | Uses heavy pistol round |
| Scav Pistol | Basic | Weapons | Craft (Scav) | .45-cal; disposable clips it auto-ejects (break on floor); ~10 rounds |
| Hand Cannon | Adv | Weapons | Craft (Captain tree) / loot | Massive recoil — stuns low-skill users without an Exosuit |
| Warbringer Carbine | Adv | Weapons | Craft (Protoexo Rifle blueprint) | Ti-alloy Hand Cannon variant; longer reload at low skill |
| Laser Pistol | Adv | Weapons (energy) | Craft (blueprint + Advanced Parts Kit) | Charge packs; mounts flashlight/laser; husk-killer |
Revolvers, SMGs & carbines
| Weapon | Tier | Skill | How obtained | Notes |
| Revolver (reworked) | Basic | Weapons | Vanilla | More bleed + gunshot dmg; revolver rounds have +headshot dmg |
| Shotgun Revolver | Int | Weapons | Craft / talent gear | Loads single shots → explosive "opener" slug |
| Aftermarket / Revolver Carbine | Int | Weapons | Craft / talent gear | Popular Captain weapon; "Captain's big gun" talent applies |
| SMG (reworked) | Basic | Weapons | Vanilla | Mags reloadable by anyone (not craftable) |
| Advanced SMG | Int | Weapons | Craft | Small/compact |
| Jovian SMG | Int | Weapons | Buy / loot (cheap) | Low-tier alternative |
| Scav Heavy SMG | Int | Weapons | Craft (Scav) | Crude slow SMG; loads two Scav clips at once |
| Coalition Defense Carbine | Int | Weapons | Craft | Standard Coalition carbine |
| Repeating Carbine | Int | Weapons | Craft / loot (rare) | 7.62×39 mags; slow fire, less carry space |
| Gauss Flechette Carbine | Adv | Weapons | Craft (own blueprint) | Darts pierce multiple targets, stopped by walls; good armor-pen |
| Cult Carbine | Int | Weapons | Craft (Husk Cult) | Husk-cult themed |
| Laser Carbine | Adv | Weapons (energy) | Loot (Regulator "Hanging Judge" leaders) | Energy carbine |
Rifles & battle rifles
| Weapon | Tier | Skill | How obtained | Notes |
| Assault Rifle (reworked) | Int | Weapons | Vanilla | Now a precision automatic; can't go in hotbar; stock holds a bandage/tourniquet |
| Militia Rifle | Int | Weapons | Loot (rare) / surplus | Deployable bayonet for melee; stock holds bandage/tourniquet |
| Operator Rifle | Adv | Weapons | Loot (Rogue Coalition operators) | Top-tier rifle |
| Automatic Rifle | Int | Weapons | Craft / loot | Full-auto; 30-round mag needs core + advanced core |
| Scav Automatic Rifle | Int | Weapons | Loot (pirates) | Cheap 7.62×39 mags; high recoil, worse accuracy |
| Repeating Rifle (lever-action) | Int | Weapons | Loot / craft | Separatist frontier weapon |
| Cult Revelator | Adv | Weapons | Craft (Husk Cult) | Extreme "obrez" hand-cannon on battle-rifle mags; slow manual fire |
| Anti-Materiel Rifle | Adv | Weapons | Craft (Advanced Parts Kit) / loot | Big-caliber; huge recoil — needs an Exosuit at low skill |
Shotguns, heavy & squad weapons
| Weapon | Tier | Skill | Notes |
| Shotgun (reworked) | Basic | Weapons | Baseline |
| Jovian Shotgun | Int | Weapons | Cheap buy/loot alternative |
| Tactical Combat Shotgun | Adv | Weapons | Loads single shots → explosive-slug crowd clearer |
| Antique Shotgun | Int | Weapons | Loot (Husk Cult / bandits); loading-gate 7+1 |
| Impulse Light Machine Gun | Adv | Weapons | Base LMG |
| Impulse Squad Automatic | Adv | Weapons | Heavier-caliber LMG; 30-round mag (wear a bandolier) |
| General Purpose Machine Gun | Adv | Weapons | High firepower |
| Rapid Fissile Accelerator | Adv | Weapons | Fed by Nuclear Cartridges (from Enhanced Reactors) |
Energy / laser & exotic weapons
| Weapon | Skill | Notes |
| Laser Rifle | Medical | Requires Medical skill, not Weapons — alt progression for medics; burn/explosion, anti-husk |
| Vintage Laser Rifle | Weapons (energy) | 60 shots/charge pack, higher penetration |
| Solid-State Laser (SSL) Rifle | Weapons (energy) | Heavy-creature killer; dismemberment + bleed (ignored by robots/husks) |
| Laser Cannon | Weapons (energy) | Small chemical-pulse laser |
| Ion Pulser | Electrical | Dedicated ammo; bounce/spark, EMP-ish |
| Pulse Maser | Electrical / energy | Explosion ignores cover; EMPs nearby items; clears ballast flora |
| Maser Pistol (microwave) | Electrical | Stun weapon used by station security |
| Laser Volleygun | Weapons (energy) | Two bursts of two laser-pistol shots; inaccurate |
| Protoexo Rifle | Weapons | Unique loot; its blueprint unlocks the Warbringer Carbine |
| Project Calliope (clown energy weapon) | — | Planned/WIP — not yet in game |
Melee, harpoons & specialty
| Weapon | Skill | Notes |
| Functional Spear / Harpoon (melee) | Weapons / Frogman | Melee aiming without the overhand swing; works with Security Frogman harpoon talents |
| Harpoon Auto-Launcher | Weapons / Frogman | Vanilla-derived |
| Machete | Weapons | Heavier dive knife; strong chop, slower (slower still at low skill) |
| Ripper Gun / Ripper Assault Gun | Weapons | Big-creature dismemberment + heavy bleed (Assault variant slower/more accurate) |
| Syringe Gun | Medical | NPC weapon (Separatist rogue physicians, husk cultists) |
| Weld Nailer | Mechanical | Welding-fuel repair tool with a large hull-repair area |
Ammunition & rounds
- Pistol / heavy pistol rounds re-identified with a
vwo prefix for compatibility.
- 7.62×39 magazines — cheap, widely sold; used by Repeating Carbine, Scav Automatic Rifle, Impulse Squad Automatic.
- Explosive Shotgun Slugs — recipe changed from rare Incendium to 2 Potassium (cheaper opener/crowd-clear).
- 40mm grenades: Flechette (knockback), Acid, HE.
- Acid / chem grenade reworked into a sustained area-denial cloud (~25–40% more DoT than vanilla; ignitable).
- Ion pulser ammo, laser charge packs, Laser Rifle fuel cells, Scav pistol clips, battle-rifle (7.62×51) mags.
🛡Armor
Armor is mostly sidegrades, not strict upgrades — basic ballistic helmet + body armor stay the default "good" set (now with pauldrons protecting the upper arms; mudraptor shell also covers upper arms).
| Armor | Key features |
| Improvised Combined Armor | Heavy, very good all-round; polyethylene plating gives radiation protection; weak raw gunshot |
| Tactical Duty Armor | Coalition riot armor; very good blunt + bleed, decent explosion/gunshot; weak vs bite/slash; 60 Coalition rep |
| Exoskeleton / Exosuit | Speed + melee + very good blunt; negates heavy-weapon recoil stun; Exosuit is a hardsuit |
| Jovian Environmental Suit | Burn/acid/radiation protection; auto-injects pressure stabilizer near death |
| Chitin Armor | Good lacerate/bite; very high chance to prevent husk infection |
| Blockade Armor (Coalition/Separatist) | Composite plate, superior gunshot protection (can deflect), big speed penalty |
| Heavy Boarding Armor (Bandit/Pirate) | Titanium plate "diving-suit" build; turret helm doubles as an unpressurized dive mask |
🔌Attachments & bags
- Attachments — every weapon accepts a Flashlight, the new Stab Light (narrow blue spotlight that doesn't wash out a thin red laser), or a Red Laser Aim Module. Stab Light + laser = light and sighting at the cost of battery. Scopes for rifles/carbines/LMGs are described as "coming" — verify if live.
- Bags/packs are built off talent gear (Backpack + Bandolier combos) with restricted slots — only certain item types fit, but more total items. The toolbelt now has 2 dedicated tool slots. Riot shields are one-handed. Higher-tier stocked weapons hold a bandage/plastiseal/Neurotrauma tourniquet in their stock.
⚔Rearmed factions
NPCs now run player-style talent loadouts (leaders up to ~8 talents) and are a real threat. Each faction has a flavour: Coalition (riot enforcers with rubber-then-live ammo, LMG marines), Separatists (cheap gear, rogue physicians with syringe guns), Rogue Coalition (well-geared operators), Regulators (experimental lasers, Hanging Judge leaders with Laser Carbines), Pirates/Bandits (melee drudges + heavy operators, Heavy Boarding Armor), Scavengers (random junk gear), Clowns (fast tanky melee), and Husk Cultists (weaponized syringes, bleed-resistant).
▤Sources