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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

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
WeaponTierSkillHow obtainedNotes
Machine PistolBasicWeaponsCraftNow craftable; dmg ~1.15 (between SMG 1.3 and vanilla 0.9)
Light PistolBasicWeaponsCraft (Coalition Small Arms)Cheap basic sidearm
Heavy PistolInt WeaponsCraft (Separatist Advanced Arms)Uses heavy pistol round
Scav PistolBasicWeaponsCraft (Scav).45-cal; disposable clips it auto-ejects (break on floor); ~10 rounds
Hand CannonAdvWeaponsCraft (Captain tree) / lootMassive recoil — stuns low-skill users without an Exosuit
Warbringer CarbineAdvWeaponsCraft (Protoexo Rifle blueprint)Ti-alloy Hand Cannon variant; longer reload at low skill
Laser PistolAdvWeapons (energy)Craft (blueprint + Advanced Parts Kit)Charge packs; mounts flashlight/laser; husk-killer
Revolvers, SMGs & carbines
WeaponTierSkillHow obtainedNotes
Revolver (reworked)BasicWeaponsVanillaMore bleed + gunshot dmg; revolver rounds have +headshot dmg
Shotgun RevolverIntWeaponsCraft / talent gearLoads single shots → explosive "opener" slug
Aftermarket / Revolver CarbineIntWeaponsCraft / talent gearPopular Captain weapon; "Captain's big gun" talent applies
SMG (reworked)BasicWeaponsVanillaMags reloadable by anyone (not craftable)
Advanced SMGIntWeaponsCraftSmall/compact
Jovian SMGIntWeaponsBuy / loot (cheap)Low-tier alternative
Scav Heavy SMGIntWeaponsCraft (Scav)Crude slow SMG; loads two Scav clips at once
Coalition Defense CarbineIntWeaponsCraftStandard Coalition carbine
Repeating CarbineIntWeaponsCraft / loot (rare)7.62×39 mags; slow fire, less carry space
Gauss Flechette CarbineAdvWeaponsCraft (own blueprint)Darts pierce multiple targets, stopped by walls; good armor-pen
Cult CarbineIntWeaponsCraft (Husk Cult)Husk-cult themed
Laser CarbineAdvWeapons (energy)Loot (Regulator "Hanging Judge" leaders)Energy carbine
Rifles & battle rifles
WeaponTierSkillHow obtainedNotes
Assault Rifle (reworked)IntWeaponsVanillaNow a precision automatic; can't go in hotbar; stock holds a bandage/tourniquet
Militia RifleIntWeaponsLoot (rare) / surplusDeployable bayonet for melee; stock holds bandage/tourniquet
Operator RifleAdv WeaponsLoot (Rogue Coalition operators)Top-tier rifle
Automatic RifleIntWeaponsCraft / lootFull-auto; 30-round mag needs core + advanced core
Scav Automatic RifleIntWeaponsLoot (pirates)Cheap 7.62×39 mags; high recoil, worse accuracy
Repeating Rifle (lever-action)IntWeaponsLoot / craftSeparatist frontier weapon
Cult RevelatorAdvWeaponsCraft (Husk Cult)Extreme "obrez" hand-cannon on battle-rifle mags; slow manual fire
Anti-Materiel RifleAdvWeaponsCraft (Advanced Parts Kit) / lootBig-caliber; huge recoil — needs an Exosuit at low skill
Shotguns, heavy & squad weapons
WeaponTierSkillNotes
Shotgun (reworked)BasicWeaponsBaseline
Jovian ShotgunIntWeaponsCheap buy/loot alternative
Tactical Combat ShotgunAdvWeaponsLoads single shots → explosive-slug crowd clearer
Antique ShotgunIntWeaponsLoot (Husk Cult / bandits); loading-gate 7+1
Impulse Light Machine GunAdvWeaponsBase LMG
Impulse Squad AutomaticAdvWeaponsHeavier-caliber LMG; 30-round mag (wear a bandolier)
General Purpose Machine GunAdvWeaponsHigh firepower
Rapid Fissile AcceleratorAdvWeaponsFed by Nuclear Cartridges (from Enhanced Reactors)
Energy / laser & exotic weapons
WeaponSkillNotes
Laser RifleMedicalRequires Medical skill, not Weapons — alt progression for medics; burn/explosion, anti-husk
Vintage Laser RifleWeapons (energy)60 shots/charge pack, higher penetration
Solid-State Laser (SSL) RifleWeapons (energy)Heavy-creature killer; dismemberment + bleed (ignored by robots/husks)
Laser CannonWeapons (energy)Small chemical-pulse laser
Ion PulserElectrical Dedicated ammo; bounce/spark, EMP-ish
Pulse MaserElectrical / energyExplosion ignores cover; EMPs nearby items; clears ballast flora
Maser Pistol (microwave)ElectricalStun weapon used by station security
Laser VolleygunWeapons (energy)Two bursts of two laser-pistol shots; inaccurate
Protoexo RifleWeaponsUnique loot; its blueprint unlocks the Warbringer Carbine
Project Calliope (clown energy weapon)Planned/WIP — not yet in game
Melee, harpoons & specialty
WeaponSkillNotes
Functional Spear / Harpoon (melee)Weapons / FrogmanMelee aiming without the overhand swing; works with Security Frogman harpoon talents
Harpoon Auto-LauncherWeapons / FrogmanVanilla-derived
MacheteWeaponsHeavier dive knife; strong chop, slower (slower still at low skill)
Ripper Gun / Ripper Assault GunWeaponsBig-creature dismemberment + heavy bleed (Assault variant slower/more accurate)
Syringe GunMedicalNPC weapon (Separatist rogue physicians, husk cultists)
Weld NailerMechanicalWelding-fuel repair tool with a large hull-repair area

Ammunition & rounds

🛡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).

ArmorKey features
Improvised Combined ArmorHeavy, very good all-round; polyethylene plating gives radiation protection; weak raw gunshot
Tactical Duty ArmorCoalition riot armor; very good blunt + bleed, decent explosion/gunshot; weak vs bite/slash; 60 Coalition rep
Exoskeleton / ExosuitSpeed + melee + very good blunt; negates heavy-weapon recoil stun; Exosuit is a hardsuit
Jovian Environmental SuitBurn/acid/radiation protection; auto-injects pressure stabilizer near death
Chitin ArmorGood 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

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

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