d20 stats for some weapons from the Metro series
Ashot
The Ashot is a small, Metro-made shotgun-pistol (or shot-pistol) that appears in Metro Last Light. The Ashot seems to be a popular weapon in the Metro, especially for CRIMINALS or individuals who do not have a lot of money. While high in damage output, the Ashot fires only a single 12x70 shotgun shell before it must be RELOADED.
Ashot (12 gauge) PL 4
Damage: 4d4 Magazine: 1 (Int)
Critical: 20 Size: Medium
Damage Type: Ball Weight: 3lb
Range Increment: 10ft Purchase DC/TU: 12/5
Rate of Fire: Single Restriction: None
Attachments
Silencer: +1lb, Reduces Firing Noise (DC 15 Listen), -2 Damage. PDC/TU: 12/10
Extended barrel: +2lb, +1 Attack. PDC/TU: 12/8
Stock and fore-grip: +3lb, Size changes to large. PDC/TU: 10/6
Reflex sight: +1 Attack against targets within 10ft. PDC/TU: 15/4
Infra-red sight: +3lb, Increases range increment to 15ft, move action to acquire target, Darkvision out to 15ft. PDC/TU: 18/6
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Revolver
The Revolver is a handgun that was created from scrap by the Metro dwellers at some point after the Great War of 2013. When a Belgian industrialist Leon Nagant patented his "gas-seal" system in 1882, he probably never expected his creation to achieve a cult status in Russia and his surname, Nagant, to become synonymous with the concept of the revolver in general and to be APPLIED to such weapons regardless of actual make or model.
Revolver (.44 Mag) PL 5
Damage: 2d8 Magazine: 6 (Cyl)
Critical: 20 Size: Medium
Damage Type: Ball Weight: 3lb
Range Increment: 50ft Purchase DC/TU: 16/8
Rate of Fire: S Restriction: Lic+1
Attachments Silencer: +1lb, Reduces Firing Noise (DC 15 Listen), -2 Damage. PDC/TU: 12/10 Extended barrel: +2lb, +1 Attack. PDC/TU: 12/8 Stock and fore-grip: +3lb, Size changes to large. PDC/TU: 10/6 Reflex sight: +1 Attack against targets within 50ft. PDC/TU: 15/4 2x Optical sight: +.5lb, Increases range increment to 75ft, move action to aquire target. PDC/TU: 11/4 Infra-red sight: +3lb, Increases range increment to 75ft, move action to aquire target, Darkvision out to 75ft. PDC/TU: 18/6 Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Lolife
The Lolife is a high caliber, rapid fire pistol found only in Metro: Last Light. It is highly customizable, capable of performing well in a number of situations. The Lolife is a metro-made semi-automatic handgun with a standard eight-round magazine chambered in .44 Magnum. As such, the Lolife trades the power of the .44 Magnum rounds normally used for the Revolver, for higher capacity and rate of fire.
Lolife (.44 Mag) PL 4
Damage: 2d8 Magazine: 8 (Mag)
Critical: 20 Size: Medium
Damage Type: Ball Weight: 3lb
Range Increment: 30ft Purchase DC/TU: 14/8
Rate of Fire: S Restriction: Lic+1
Attachments
Silencer: +1lb, Reduces Firing Noise (DC 15 Listen), -2 Damage. PDC/TU: 12/10
Extended barrel: +2lb, +1 Attack. PDC/TU: 12/8
Stock and fore-grip: +3lb, Size changes to large. PDC/TU: 10/6
Extended magazine: +12 Rounds per mag. PDC/TU: 8/6
Autofire adapter: Weapon may make autofire attacks. PDC/TU: 12/10
Reflex sight: +1 Attack against targets within 30ft. PDC/TU: 15/4
2x Optical sight: +.5lb, Increases range increment to 45ft, move action to aquire target. PDC/TU: 11/4
Infra-red sight: +3lb, Increases range increment to 45ft, move action to aquire target, Darkvision out to 45ft. PDC/TU: 18/6
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Duplet
Also known as the Double-Barreled Shotgun, the Duplet is a scratch-built double-barreled shotgun built in the metro. It has two barrels with one shotgun shell in each. While this system has considerable drawbacks, including a very limited ammo capacity, the Duplet is capable of causing more concentrated damage at close range than any other gun and remains a powerful and respectable weapon because of this.
Duplet (12 gauge) PL 4
Damage: 4d4 Magazine: 2 (Int)
Critical: 20 Size: Med
Damage Type: Ball Weight: 4lb
Range Increment: 20ft Purchase DC/TU: 11/8
Rate of Fire: S Restriction: None
Special: The Duplet has a dual trigger system allowing the shooter to fire both barrels at once (-2 Attack, +2d4 damage), if the quad barrel upgrade is added, it adds another alt attack allowing it to fire all four barrels at once, this attack has a -4 Penalty and adds 4d4 damage. Reloading upto 2 barrels is a move action, reloading 3 or 4 is a Full Round
Attachments
Silencer: +6lb, Reduces Firing Noise (DC 15 Listen), -2 Damage. PDC/TU: 12/10
Extended barrel: +2lb, +1 Attack. PDC/TU: 12/8
Quad-barrels: +2lb, Increases magazine Capacity to 4 (int)
Ergonomic Grip: +1 Attack
Stock: +3lb, Size changes to large. PDC/TU: 10/6
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Uboinik (Shambler) The Uboinik (literally Murderer or Killer in the Russian dub), also known as the Shambler in the English dub of Metro: Last Light and Metro 2033 Redux, and the Automatic Shotgun in Metro 2033 is an automatic revolving shotgun that was created from scrap by the metro dwellers at some point after World War III.
Uboinik/Shambler (12 gauge) PL 5
Damage: 4d4 Magazine: 6 (Cyl)
Critical: 20 Size: Large
Damage Type: Ball Weight: 9lb
Range Increment: 30ft Purchase DC/TU: 13/8
Rate of Fire: S Restriction: None
Special: Reloading upto 2 shells is a move action, reloading 3 or more is a Full Round
Attachments
Silencer: +3lb, Reduces Firing Noise (DC 15 Listen), -2 Damage. PDC/TU: 12/10
Extended barrel: +2lb, +1 Attack. PDC/TU: 12/8
Reflex sight: +1 Attack against targets within 30ft. PDC/TU: 15/4
Infrared sight: +3lb, Increases range increment to 45ft, move action to aquire target, Darkvision out to 45ft. PDC/TU: 18/6
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Bayonet: +1lb, Adds a 1d4/19-20 melee attack to the weapon
Bigun
The Bigun (Velopal in russian) is a new shotgun appearing only in the Metro: Last Light DLCs the Developer Pack and the Chronicles Pack. It is also in Metro 2033 Redux and can be bought at Polis. It is a six-round semi-automatic shotgun, made entirely from old bicycle parts, hence its name. The only AVAILABLE attachment is the laser sight. Due to PROGRAMMING constraints, 4A have said that they were unable to add it to the EXISTING campaign and previous DLC. It is not dissimilar to the Shambler, both being a six round revolving shotgun; however, it fires faster than the Shambler (but not fully-automatically), but seems to have less RANGE and damage per shot.
Velopal/Bigun(12 gauge) PL 5
Damage: 4d4 Magazine: 6 (Cyl)
Critical: 20 Size: Large
Damage Type: Ball Weight: 7lb
Range Increment: 20ft Purchase DC/TU: 12/7
Rate of Fire: S Restriction: None
Special: Reloading upto 3 barrels is a move action, reloading 4 or more is a Full Round
Attachments
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Heavy Automatic Shotgun (Abzats)
The Heavy Automatic Shotgun or Abzats, is a makeshift heavy automatic shotgun and a powerful addition to Artyom's arsenal. It is the single most powerful non-explosive weapon in both Metro 2033 and Last Light in terms of concentrated damage. It resembles (and is DERIVED from) a cut down DShK 12.7mm Machine gun, re-chambered and re-bored for shotgun shells, and completely redesigned to be wielded by one user. The weapon is only made AVAILABLE in game by purchasing the Ranger Pack for Metro 2033 or the Metro: Last Light Season Pass, after the Redux version released, it becomes the rare but obtainable weapon.
Abzats (12 gauge) PL 5
Damage: 4d4 Magazine: 20 (Linked)
Critical: 20 Size: Huge
Damage Type: Ball Weight: 60lb
Range Increment: 20ft Purchase DC/TU: 23/18
Rate of Fire: S,A Restriction: Mil+3
Attachments
Muzzle Brake: +1 Attack PDC/TU: 9/5
Autofire adapter: Increases Rate of Fire granting a +1 bonus on Auto and burst fire attacks. PDC/TU: 12/10
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Extended magazine: +20 Shells per mag. PDC/TU: 8/6
Bastard
The Bastard or ублюдок (Russian version) is a carbine that was created from scrap by the Metro dwellers at some point after the Great War of 2013. The Bastard was one of the first Metro-made weapons. It is considerably cheaper to make and maintain than other guns, needing relatively few parts to create, making it ideal for weaponsmiths with few resources.
"Bastard gun" (5.45x39mm) PL 4
Damage: 2d8 Magazine: 30 (Box)
Critical:20 Size: Large
Damage Type: Ball Weight: 5lb
Range Increment: 40ft Purchase DC/TU: 12/8
Rate of Fire: A Restriction: Res+2
Special: If the shooter empties an entire magazine in a single round, The Bastard gun over heats and must cool down for 1d4 rounds. Grants a +2 circumstance bonus on Sleight of Hand checks made to conceal it
Attachments
Silencer: +3lb, Reduces Firing Noise (DC 15 Listen), -2 Damage. PDC/TU: 12/10
Reflex sight: +1 Attack against targets within 40ft. PDC/TU: 15/4
2x Optical sight: +.5lb, Increases range increment to 60ft, move action to aquire target. PDC/TU: 11/4
Infra-red sight: +3lb, Increases range increment to 60ft, move action to aquire target, Darkvision out to 60ft. PDC/TU: 18/6
Heat sink: +.5lb, Weapon no longer needs to cool down if an entire magazine is fired in a single round. PDC/TU: 13/8
Kalash STOCK: +2lb, +1 Attack but loses slieght of hand bonus PDC/TU: 10/6
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Kalash 2012
The Kalash 2012, or AK-2012, is a fictional next-generation Kalashnikov assault rifle that had been introduced by the Russian Federation army a year before the nuclear war that drove humanity underground - as such, it is fairly uncommon, as most soldiers still used the AK-74M, the 2012 being reserved for SPECIAL forces
AK-2012 (5.45x39mm) PL 5
Damage: 2d8 Magazine: 40 (Box)
Critical: 20 Size: Large
Damage Type: Ball Weight: 7lb
Range Increment: 80ft Purchase DC/TU:19/13
Rate of Fire: S,A Restriction: Mil+3
Attachments
Silencer: +3lb, Reduces Firing Noise (DC 15 Listen), -2 Damage. PDC/TU: 12/10
Reflex sight: +1 Attack against targets within 80ft. PDC/TU: 15/4
2x Optical sight: +.5lb, Increases range increment to 120ft, move action to aquire target. PDC/TU: 11/4
Infra-red sight: +3lb, Increases range increment to 120ft, move action to aquire target, Darkvision out to 120ft. PDC/TU: 18/6
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
VSV
(VSK-94) The VSV, also known as VSK-94 (Войсковой Снайперский Комплекс or Military Sniper Complex), was a sniper rifle that saw limited use with several law enforcement organizations in Russia before the nuclear war that drove humanity underground. VSK-94 was developed on the base of the 9A-91 Carbine. It was originally designed to fire 9x39mm SP5, SP6 and PAB-9 subsonic cartridges, but versions chambered for 7.62x39mm, 5.56x45mm NATO, and 5.45x39mm were eventually crafted.
VSV (5.45x39mm) PL 5
Damage: 2d8 Magazine: 20 (box)
Critical: 20 Size: Large
Damage Type: Ball Weight: 6lb
Range Increment: 70ft Purchase DC/TU:22/13
Rate of Fire: S,A Restriction: Mil+3
Attachments
Silencer: +3lb, Reduces Firing Noise (DC 15 Listen), -2 Damage. PDC/TU: 12/10
Reflex sight: +1 Attack against targets within 70ft. PDC/TU: 15/4
2x Optical sight: +.5lb, Increases range increment to 105ft, move action to aquire target. PDC/TU: 11/4
Infra-red sight: +3lb, Increases range increment to 105ft, move action to aquire target, Darkvision out to 105ft. PDC/TU: 18/6
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Valve
The Valve is a makeshift sniper rifle in Metro: Last Light, created from older pre-war rifles by Metro dwellers. It is the first bolt-action rifle in the series and is one of only three true sniper rifles in the game, the others being the Preved and the Clapper. This weapon is accurate and deadly, but requires a moment in between each shot before another can be fired when Artyom pulls the bolt back.
Valve (7.62x54mmR) PL 4
Damage: 2d10 Magazine: 5 (Box)
Critical: 20 Size: Large
Damage Type: Weight: 10lb
Range Increment: 90ft Purchase DC/TU: 17/8
Rate of Fire: Single Restriction: Lic+1
Attachments
Flash suppressor/Muzzle break: +1 Attack PDC/TU: 9/5
4x Optical ZOOM: +.5lb, Increases range increment to 135ft, move action to acquire target. PDC/TU: 11/4
Reflex Sight: +1 Attack against targets within 90ft. PDC/TU: 15/4
Infra-Red Sight: +3lb, Increases range increment to 135ft, move action to acquire target, Darkvision out to 135ft. PDC/TU: 18/6
Extended Magazine: +5 Rounds per mag. PDC/TU: 8/6
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Preved
The Preved is a Metro made anti-materiel rifle that appears in Metro: Last Light, known for having the highest SINGLE-shot damage capacity of any weapon in the game (it is capable of defeating the Bear in as few as five shots on the easier difficulties), as well as being only one of three true sniper rifles in the game, the others being the Valve and the Clapper.
Preved (12.7x108mm) PL4
Damage: 2d12 Magazine: 1 (Int)
Critical: 20 Size: Huge
Damage Type: Ball Weight: 45lb
Range Increment: 120ft Purchase DC/TU: 19/12
Rate of Fire: Single Restriction: Lic+1
Attachments
Flash suppressor/muzzle break: +1 Attack PDC/TU: 9/5
4X Optical ZOOM: +.5lb, Increases range increment to 180ft, move action to acquire target. PDC/TU: 11/4
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Extended Magazine: Changes magazine capacity to 5 Round box. PDC/TU: 8/6
Clapper (VSSK Vychlop)
The Clapper, the in-game name for the real-life VKS (VSSK or Vychlop) , appears only in Metro: Last Light in the Faction Pack and Developer Pack DLCs. It first appeared in the mission Sniper Team, as the Red Line Sniper's weapon of choice. Its uniqueness and rarity of ammunition (12.7x108mm) means that it would only be GIFTED to the most deadly of snipers. In the Developer Pack level, it is usable in both the AI Arena and the Shooting Gallery. It is one of only three true sniper rifles in the game, the others being the Preved and the Valve.
Clapper (12.7x108mm) PL 5
Damage: 2d12 Magazine: 5 (Box)
Critical: 20 Size: Huge
Damage Type: Ball Weight: 25lb
Range Increment: 100ft Purchase DC/TU: 22/11
Rate of Fire: S Restriction: Res+2
Attachments
4x Optical sight: +.5lb, Increases range increment to 150ft, move action to aquire target. PDC/TU: 11/4
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Gatling
The Gatling, a Hand-Held Minigun, is an extremely powerful automatic weapon that appears in Metro Last Light. It uses a spring mechanism that the player needs to wind up to fire the 12.7x108mm rounds. Because of the high value of 12.7x108mm rounds, firing full auto will be incredibly expensive and should be used only in extreme danger.
The Gatling (12.7x108mm) PL 5
Damage: 2d12 Magazine: 500 (Linked)
Critical: 20 Size: Huge
Damage Type: Ball Weight: 60lb
Range Increment: 90ft Purchase DC/TU: 25/20
Rate of Fire: A Restriction: Mil+3
Special: Must Be spun up before it can fire, Spinning up is a move action. As a huge weapon The Gatling suffers a -2 Attack penalty when fired by hand instead of from a mount
Attachments
Five-barrel assembly - increases the weapon's rate of fire without additional wear
Gatling stabiliser - this makes the Gatling easier to control while spinning the barrels and firing. d20 Rules: +5lb, Damage encreases to 4d12, Autofire now expends 100 rounds into a 20x20ft area (Ref 20 for half), A Burst expends 50 rounds (-4 Attack, +4d12), PDC/TU: 13/13.
Gatling engine - replaces the spring-operated spin-up mechanism, so you can spin the barrel indefinitely. d20 Rules: +2lb, weapon no longer has to be spun up to fire. PDC/TU: 12/14
Gatling support - a stock (though it rest on the users stomach) used to reduce recoil. d20 rules: +10lb, Can be fired by hand with out penalty. PDC/TU: 20/15
Tihar
The Tihar, spelled Tikhar in Metro Last Light, is a multi-stroke pneumatic air gun that was created from scrap by the Metro dwellers at some point after the Great War of 2013. Despite some obvious shortcomings in comparison with conventional firearms in use today, the air guns seem to thrive in the Metro. With all the laws, limitations and regulations out of the WINDOW and with parts being readily available, weapons such as the Tihar are providing strong competition to actual firearms.
Tihar (15mm Ball bearing) PL5
Damage: 2d6 Magazine: 15 (box)
Critical: 20 Size: Large
Damage Type: Pierce Weight: 11lb
Range Increment: 60ft Purchase DC/TU: 12/12
Rate of Fire: A Restriction: None
Special: Silenced (DC 15 Listen to hear it firing)
Over Power (As a Full Round Action you may over pressure the weapon, the over pressure last for 1 round, while over pressured the Tihar deals 2d10)
Leaks (When 2 Full magazines worth of ammo have been fired through the Tihar, the Damage is reduced to 2d4 till it is repressured)
Repressure (The player restores the weapons pressure, Full Round Action)
Attachments
Airtight valve - Allows the weapon to be over-pressurised (needle in the red) without the air escaping over time. d20 rules: With this upgrade, the Tihar can remain overpressured for 1d2 rounds and can fire 4 magazines worth of ammunition before the leak takes effect. PDC/TU: 9/3
2x Optical sight: +.5lb, Increases range increment to 90ft, move action to aquire target. PDC/TU: 11/4
Infra-red sight: +3lb, Increases range increment to 90ft, move action to aquire target, Darkvision out to 90ft. PDC/TU: 18/6
Reflex sight: +1 Attack against targets within 60ft. PDC/TU: 15/4
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Helsing
The Helsing is a multi-stroke pneumatic air rifle that was created from scrap and the Revolver by the Metro dwellers at some point after the Great War of 2013. At a glance, the Helsing is one of the most effective guns around. Silent, powerful, and with ammunition that is near infinitely reusable, the Helsing seems like the ideal weapon for stealth, however in practice it does not perform perfectly. It works very much in the same way the Tihar does, so the guns are frequently compared to one another, as both are stealth weapons with an emphasis on marksmanship. It hisses just like the Tihar when over-pressurized, and both use a similar pumping mechanism.the
Helsing (Arrows) PL 5
Damage: 2d8 Magazine: 8 (Cyl)
Critical: 20 Size: Large
Damage Type: Pierce Weight: 11lb
Range Increment: 80ft Purchase DC: 14/16
Rate of Fire: S Restriction: None
Special: Silenced (DC 15 Listen to hear it firing)
Over Power (As a Full Round Action you may over pressure the weapon, the over pressure last for 1 round, while over pressured the Helsing deals 2d12)
Leaks (When 2 Full magazines worth of ammo have been fired through the Helsing, the Damage is reduced to 2d6 till it is repressured)
Repressure (The player restores the weapons pressure, Full Round Action)
Attachments
Airtight valve - Allows the weapon to be over-pressurised (needle in the red) without the air escaping over time. d20 rules: With this upgrade, the Tihar can remain overpressured for 1d2 rounds and can fire 4 magazines worth of ammunition before the leak takes effect. PDC/TU: 9/3
2x Optical sight: +.5lb, Increases range increment to 120ft, move action to aquire target. PDC/TU: 11/4
Infra-red sight: +3lb, Increases range increment to 120ft, move action to aquire target, Darkvision out to 120ft. PDC/TU: 18/6
Reflex sight: +1 Attack against targets within 80ft. PDC/TU: 15/4
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Hellbreath (Volt Driver)
The Hellbreath, or Volt Driver in Metro 2033, is a metro-made, man-portable electromagnetic accelerator which uses the Lorentz effect to fire metal projectiles at extremely high velocities - in the real world, it would be a kind of Railgun. The Hellbreath is considered the electrical counterpart to the Tihar. Miller is the only NPC that uses the Hellbreath, starting in the chapter D6, and is made AVAILABLE to Artyom in the Ranger Pack DLC, available for Metro 2033 free on Steam. The Hellbreath was a cut weapon in Metro: Last LIGHT itself, but it returned in the DLCs. In Redux version, the Hellbreath remains as an obtainable but rare weapon. The Hellbreath fires small metallic ball bearings - the same kind of sniper rounds fired by the Tihar - using electromagnetism; the gun's magnetic rails are powered by the charge from a built-in battery, and magnetic coil. Unlike the Tihar, which is pneumatic (it uses air pressure), the Hellbreath has to be charged using a built-in charger. The charger is separate from the one that is used to power Artyom's flashlight and Night Vision Goggles, as with Tihar and Helsing, you need to charge this weapon when found.
Hellbreath (15mm Ballbearing) PL5
Damage: 2d8 Magazine: 15 (box)
Critical: 20 Size: Large
Damage Type: Pierce Weight: 13lb
Range Increment: 40ft Purchase DC/TU: 14/16
Rate of Fire: S Restriction: None
Special: Silenced (DC 15 Listen to hear it firing)
Over Charge (As a Full Round Action you may over charge the weapon, the over charge last for 1 round, while over pressured the Hellbreath deals 2d12)
Drain (When 2 Full magazines worth of ammo have been fired through the Hellbreath, the Damage is reduced to 2d6 till it is recharged)
Recharge (The player restores the weapons charge, Full Round Action)
Attachments
Reflex sight: +1 Attack against targets within 40ft. PDC/TU: 15/4
IR sight: +3lb, Increases range increment to 60ft, move action to aquire target, Darkvision out to 60ft. PDC/TU: 18/6
4x Optical sight: +.5lb, Increases range increment to 60ft, move action to aquire target. PDC/TU: 11/4
Laser sight: +.5lb, +1 Attack. PDC/TU: 15/4
Extended Battery - allows a longer usage time before needing to recharge. d20 Rules: The weapon can fire 4 full magas worth of ammo before draining. PDC/TU: 10/6
Heavy duty capacitor - makes the weapon accumulate charge faster, so you can fire more full-power shots in the same period of time. d20 rules: Reduces Over Charge and Recharge, to move actions PDC/TU: 11/6
Medved PL4
Damage: 4d6 Magazine: 3 (Int)
Critical: N/A Size: Large
Damage Type: Slash Weight: 8lb
Range Increment: 70ft Purchase DC/TU: 12/16
Rate of Fire: S Restriction: N/A
Special: Requires Exotic Firearms Proficiancy (Grenade Launcher) Fires specialized Frag Grenades
Grenades Range PDC/
Weapons Dmg/Type Burst Inc Ref Wght SZ Res/TU Quant
Claymore 6d6/Ball 30ft* N/A 17 2lb S 15/Mil/16 2
Frag Grenade 4d6/Slash 15ft 10ft 15 1lb S 12/--/9 5
Incendiary 3d6/Fire 20ft 10ft 17 1lb S 11/--/9 5
Sticky 4d8/Slash 10ft 10ft 15 1lb S 14/--/12 3
*Cone
Claymore Mine
The Claymore Mine is a piece of equipment Artyom can find, PURCHASE and use in Metro: Last Light.
The metro-produced Claymore explosive device is likely inspired by the U.S. Army's M18 Claymore Mine, and/or its Russian counterpart, the MON-50. It differs from its pre-war cousins in that it has an open front, which allows the player to see its plastic explosive and its bolts, nuts, and screws which serve as shrapnel. Though not military-grade, this homemade Claymore mine can still inflict serious damage to whoever triggers it.
Grenades
Grenades are improvised explosive devices that were created from scrap by the Metro dwellers at some point after the Great War of 2013.
Grenades seen in Metro 2033 are makeshift pipe-bombs, consisting of a short section of steel pipe, containing the explosive mixture, and closed at both ends with caps. A fuse is inserted into the pipe with a wire running out through a hole in the capped end of the pipe. They appear to be fragmentation grenades, with bits of metal inside the pipe, as well as the pipe itself, creating lethal fragments when it explodes.
Metro: Last Light
Fragmentation Grenades
The improvised explosive makes a return in Metro: Last Light, with the pipe bomb functioning and looking the same as in Metro 2033, and still easily capable of killing armoured opponents up close. They are best used against mutants, who will not try and avoid the grenades, though their relatively long fuse time and the fact that grenades can't be "cooked" means care must be taken to time the throw correctly. Obviously, they are not suited to stealthy players, but if the player is spotted, they can even the odds and give the player time to adjust.
Incendiary Grenades
As the name suggests, the incendiary grenade is a grenade that shatters on impact with any surface, exploding in a ball of flame and igniting the nearby area for a few seconds. Although lethal to any human caught in the blast, mutants are especially vulnerable, as they will rarely avoid the flames to get to Artyom.
Incendiary grenades can be used to ignite enemies, which will cause them to flail around in pain for a few seconds before dying, or to block off narrow passages; throwing lots of these grenades at the same spot increases the radius of the lingering flames. Plus, because the flame produce lights, you can use these to keep spiderbugs from reaching you. Conversely, human enemies will spot the flames and be alerted to your location. But bear in mind that the flames will go out in just a few seconds, a fully charged flashlight will work better at keeping spiderbugs away. Also large mutants may not be affected as much by this gadget as their smaller counterparts, like Demon, Bear and Rhino. However, once on fire, they are generally vulnerable to attack.
d20 Rules: Anything caught in the blast radius follow standard rules for catching fire, the area where the grenade lands will continue to burn for 1d4 rounds.
Sticky Grenades
The sticky grenade functions in the same way as the Frag Grenade, albiet with a bit of a twist; it is 'sticky'. The sticky grenades are bristling with razor-sharp nails that will impale anything they land on, exploding shortly after. This will ensure that an enemy cannot run away from the blast. However, spiked grenades never bounce and can not be rebounded off surfaces.
d20 Rules: The Player may stick the Grenade as a ranged touch attack, the stuck target can not save for half damage. The grenade detonates 1d4 rounds after impact, and can be removed from a stuck target with a DC 20 Strength check.
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12.09 First Blood
THE VERDICT
Oooohhhh boy. That was damn good. So much understated stuff in pretty much every single performance, too. Loved seeing the difference in Sam and Dean’s reactions to being confined to solitary. Isolation as Dean’s true hell has long been something I’ve had in the back of my head, so seeing that played so well in this was excellent. I’m disappointed to see Billie go, but as far as character deaths go it made sense and wasn’t gratuitous, so at least it’s not the rage-inducing kind of disappointed. And I’m relieved that they didn’t shove Mary back in the fridge.
A play-by-play recap with meta-adjacent notes is under the cut!
ALL THE THINGS
The “then” sequence is set to AC/DC’s If You Want Blood (You've Got It)
Just for reference, this song (and the album of the same name, which came a year earlier) was a reference to a terrible gig that Bon Scott and Angus Young had been to. The crowd was booing and shouting at the band to get off the stage, and eventually the singer snapped and screamed “What do you want, fucking blood!?” The phrase stuck in their heads, and they wrote this about it.
I wonder if we’ll ever see Toni Bevell again… she kinda vanished into thin air.
So… Mary is in a diner called “Mulroney’s”
According to my Googlings, the name Mulroney originated in ancient Ireland as O Maolruanaidh, which means descendant of Rooney.
Rooney was the president’s surname, if you’re wondering why that sounds familiar.
I don’t know what to make of this exactly. Maybe it’s a coincidence? Maybe.
But considering the whole nephilim thing… idk. Watch this space, I guess.
CAS HON ;-;
Also: I can’t believe Cas literally called mom right away like we were all saying he should
MOM PLS COME MEET ME ಠ _ ಠ’
He’s so distraught though I already can’t deal with it
How embarrassing for Dean that his blue steel is still what the government has on file
“Assault. Murder. Multiple counts of desecrating a corpse.” “The same corpse?” “…no. Different corpses.”
Man, the boys sound like lunatics when they get described by law enforcement
No wonder this Sanchez dude wants to shoot them and get it over with
I appreciate that Dabb established white nationalists as the first potential societal threat there
I’m just generally appreciating the message of “fascists are literal garbage” this season tbh
That’s just a good theme for life tbh
*distant sounds of Dean reminding everyone that he killed hitler*
Dean’s poker face while this agent dude is talking about leaving him in the cell until he cracks is good but also he’s dying inside and I hate it ;-;
Sam looks like he’s actively talking himself out of taking a swing at the guy
Mick’s purple pinky ring is so fancy I like it
I wonder if it has ~magical properties~ or if he just thought it was pretty
I love the mystical wifi that this typewriter runs on omg!!! Also, I always appreciated the clickety clack of typewriters in general so +++ bonus points
Also also, anyone else having Metatron-talking-about-subtext flashbacks?
Wow, Wally the random US hunter is not buying Mick’s hard sell at all
“Let me see your hands. Hm, soft.” “Thank you.”
lmao Mick he’s not hitting on you, u donut
“I’m more tactical. Long term strategy.”
Can I just take this moment to reiterate that thing I said *waves hand vaguely backward on blog* about Mick being a shady Cas mirror? Because strategy is Cas’ thing.
MARY DON’T START BLAMING CAS HE ALREADY HAS A COMPLEX GODDAMN
cHRIST he looks like a kicked puppy ;-;
Mary is wearing the maroon shirt of bad family decisions
“If they needed help, why didn’t they call me?” “You were out.”
Ooof. Cas knows that feeling intimately, too. That’s why he didn’t go to Dean for help in season six.
[has flashback to Cas watching Dean rake leaves]
[cries about it]
That last wide shot though… Cas standing in one tiny patch of light in the dark. Mary standing in the cage-like shadow… did we see Mary framed in something cagey in other episodes? I feel like we did. This is worrisome
Oh hey, Dean found a screw!
This is not a fun montage ;-;
Sam’s dietary requirements are not being met at all
lmao at Dean’s “well, this ain’t half bad” face with the meatloaf
the complete opposite of lmao at Dean’s “I am dead inside” face as he scrapes another line into the wall
CHOW TIME
Crowley is such a dick. I bet Cas already told him on the phone why he wanted to meet up. Crowley only turned up so he could have a cocktail while he said “nah”
“Do you even care that they’re gone?” “No.”
Looks like Crowley is over Dean. Finally.
…though there’s an El Sol sign there, so maybe not.
Also, something about this bar made me think of Donnie’s bar from Inside Man, but it’s definitely not the same place (I cross referenced screencaps)
I wish I could put my finger on whatever made me think of it, because it’s gonna bug me
“Do you know how many all powerful beings have tried to kill them?” “Roughly, yes.”
I’m never going to stop being amused by Cas answering hypothetical questions
“Sam and Dean? They’re like herpes. Just when you think they’re gone—hello! The boys are back.” pffffffffft
[has flashback to Sam saying “I have genital herpes” in the Herpexia commercial]
[snortlaughs about it]
“In the immortal words of Lawrence Tureaud; I pity the fool.” lmao Crowley why are you like this
Cas’ face 😂
#LetCasStabCrowley2k17
I really like Mary’s hair like this 10/10
I wish the contents of Dean’s desk drawer & the stuff on his shelf was clearer on my shitty stream because I haven’t done any excessive close-up set dressing analysis in a while
ALICIA BANES AW YISSSS
I’ll admit I was spoiled for her turning up in this episode because of a tweet earlier in the day but I DON’T EVEN CARE BECAUSE ALICIA!!!
@ Dabb pls bring Alicia and Max back in person before the season’s end (and let them live)
Mary picking up the werewolf hunt <3
Dean sleeping on the toilet D:
“I just wanted to say… I’m sorry. I was angry, and… Sam and Dean—it’s not your fault.” THANK U MARY
“They’ve only been gone—“ “Six weeks, two days, and ten hours.”
I’M SO UPSET ;-;
BECAUSE YOU KNOW CAS PROBABLY KNOWS IT DOWN TO THE MINUTES AND SECONDS SINCE HE REALIZED THEY WERE GONE
AND HE’S BEEN SCARED OUT OF HIS MIND THE WHOLE DAMN TIME
AND HE’S BEEN TRYING TO HUNT BECAUSE IT’S WHAT SAM AND DEAN WOULD HAVE DONE
BUT HE’S SO MESSED UP OVER LOSING THEM THAT HE COULDN’T DO IT
AND HE’S BLAMING HIMSELF FOR BEING TOO OVERWHELMED TO DO THE JOB
BUT HE’S TRYING HE’S TRYING SO HARD
CAS BB ;-;
WHOOPS DEADCHESTERS
I love how half the main characters can die 17 minutes into an episode on this show and the audience is just like “huh okay continue”
Good ol’ spn
I love this coroner and I want a spin off where he keeps getting weird shit that makes no sense on his autopsy table
His written report at the end of every examination is just:
???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ? ???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ? ???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ? ????? ??????? ???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ?? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ???? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ? ???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ? ???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ? ???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ? ???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ? ???????? ???? ?? ?? ?? ??????? ?? ?? ????? ??? ??? ?????? ?
“I wanted them to be punished. I wanted to look Dean Winchester in the eye, and… I wanted him to feel it.” “Well that is totally mentally normal.” pffffffffft
Cas sitting alone in the bunker in the dark ;-;
Though yet again he’s in a tiny patch of light <3
*gasp* they’re aLIVE :P
“You good?” “I’ve been better… I’ve been worse.” oh, hon
This coroner has had quite a day, poor guy
Ahhhhhh sweet freedom! And a cell phone! And the first thing Dean does is call Cas!!
Related goodness: evidently Dean knows Cas’ number off by heart :’)
Quick, everyone write fanfiction gap fic about where Cas is in the bunker while his phone is sitting there unattended.
(I mean, the guy doesn’t eat or have regular bodily functions so I’d bet he’s probably standing in the doorway of Dean’s room looking sad but being afraid to cross the threshold but hey that’s just me)
“This is my voicemail. Make your voice… mail.” :’)
OKAY BUT THEY’RE IN A HURRY
AND DEAN KNOWS THEY’RE IN A HURRY
BUT INSTEAD OF TRYING MARY OR SOMEONE ELSE WHEN CAS DOESN’T PICK UP
Love that Cas answers in a snit. “WHAT.”
CAS’ FACE WHEN HE REALIZES IT’S DEAN I’M!!!!!!!
“HEY BUDDY, LONG TIME”
IF THAT ISN’T SHORTHAND FOR “WE’RE OKAY DON’T PANIC” I DON’T KNOW WHAT IS
CAS SOUNDS SO BREATHLESS I’M JUST!!!! SO VERKLEMPT!!!!
DEAN I REALIZE YOU HAVE TO DITCH THE PHONE BUT THAT’S NOT ENOUGH INFORMATION
“You didn’t tell him?” SAM DID YOU REALLY THINK HE WAS GONNA TELL HIM OVER THE PHONE JFC
Yikes, Mary. Aren’t you gonna dispose of that decapitated vampire corpse??
“Castiel? Slow— slow down. What?”
WE HAVE BEEN ROBBED BY THE LACK OF CAS’ SIDE OF THIS PHONE CALL
HE’S FRANTIC ENOUGH THAT MARY ASKED HIM TO SLOW DOWN
For real, this coroner is my new favorite single serving character
“We may want backup. Crowley? Rowena?” “The King of Hell? And his mother, the witch? Hope we can do better than that.” she’s got a point, Cas
“Seatbelt on. I drive fast.” OKAY MOM
Is this the current model of the same car Mary was driving in the Asa Fox flashback >_>
“Hour ’til dark? Six hours to midnight?” THIS IS SO MUCH MORE UPSETTING ON A SECOND VIEWING
Ooooo that’s a nice shot of them crossing the river
Mick and Ketch are dressed like shady Dean and Cas right now, and they’re standing close enough together to increase the resemblance by 10000
“You’re surly. Suspicious. Don’t play well with others.” “Well, that is accurate.” pffffffft Cas don’t sass your mother in law
Ketch is looking at Cas like he can’t decide whether he wants to kill him or climb him like a tree and either way I don’t approve
I should not be this into watching Sam put someone in a choke hold
“Norton has gone night-night.” pfffffffft Dean
UH OH DEAN IS IN PURGATORY MODE LOOK AT THAT NO-FUCKS-GIVEN ATTITUDE I’M NOT GONNA SURVIVE
“WELL, WHAT WE HAVE HERE IS A FAILURE TO COMMUNICATE” DEAN HON THIS IS NOT THE TIME TO BE QUOTING COOL HAND LUKE
“‘CAUSE WE’RE NOT TRAPPED OUT HERE WITH YOU. YOU’RE TRAPPED OUT HERE WITH US.”
IT’S NOT THE TIME FOR WATCHMEN REFERENCES EITHER BABE
ah, excellent. a murder cabin.
They full-on Home Aloned this place. Color me impressed.
Look at them incapacitating but not killing these dudes 👍
YIKES BEARTRAP
“You want the truth? The president was possessed by the devil. We saved his life. That’s the truth.”
“Who are you?” “We’re the guys who saved the world.”
In a parallel universe version of this episode, the cabin explodes right after Sam says that, and he and Dean keep walking while the YEEEEAHHHH part from The Who’s Won’t Get Fooled Again plays.
REUNIONNNNNNNNNN
NO MATTER HOW MANY TIMES TFW GETS REUNITED I’M ALWAYS DESTROYED BY IT
AND JUST
CAS GLOMPING ONTO BOTH OF THEM
SAM AND DEAN’S FACES!!!
DEAN LOOKS LIKE HE’S SO RELIEVED HE CAN HARDLY BELIEVE HIS LUCK AND JUST. THAT FLICKER OF A SMILE.
SAM HUGGING CAS IN RELIEF AND THEN SEEING MARY STANDING THERE!!!! AND BEING LIKE “I GOTTA HUG MY MOM IMMEDIATELY”
DEAN’S FACE LOOKS LIKE HE’S TRYING TO REIGN HIMSELF IN IT’S LIKE THE PURGATORY HUG ALL OVER AGAIN
CAS LOOKS LIKE HE’S GONNA CRY
I’M GONNA CRY
WE’RE ALL GONNA CRY
“They have a thermal imaging satellite that saw you. From space.”
Oh, Cas, how I love you :’)
Dean. Winchester. Is. Voluntarily. Sitting. In. The. Back. Seat.
He is not injured or sleeping. He is not under the age of 12.
He is not trying to stop someone from bleeding out.
He is not a hostage.
He is just. Sitting there. In the back.
Next to Cas.
୧☉□☉୨
“It’s time.”
Dean’s slow, guilty glance over at Cas. Just destroy me.
You know he’s been putting off saying anything so he couldn’t be talked out of it. And one look at Cas here tells him that Cas knows something is wrong now. Ughh the guilt.
The look of fear on Cas’ face.
Furthermore—the FOCUS being on Cas in this moment. Not on Mary, who must also be scared by Sam’s “it’s time” as the car loses power. Not on Sam, who already knows exactly how fucked they are, and is gearing up to say goodbye. But on Cas.
Just fuck me up.
BILLIIIIEEEEEEEE
“Sup” <3333
“We were already dead. Being locked in that cell? With nothing? I���ve been to Hell. This was worse.”
[jumps up and down screaming because DEAN’S REAL HELL IS ISOLATION has been my belief for literally the entire run of this show and IM SO!!!!]
CAS IS AT THE END OF HIS GODDAMN ROPE
“We made a pact, bound in blood.” jfc Billie, couldn’t you have sliced their palms with your blade instead of making them gouge themselves with that old screw from Dean’s bed frame. Yeesh.
MARY NOOOOO D:
BILLIE NOOOOO D:
CAS YESSSS I GUESS??? BUT ALSO NO BECAUSE I LIKED BILLIE BUT ALSO THAT WASN’T A TERRIBLE DEATH??? SO I GUESS IT’S OKAY BUT STILL NOOOOOOOO
ESSENTIALLY I’M CONFLICTED OVER THIS
BECAUSE I REALLY LIKED THAT CHARACTER
AND LISA BERRY IS LOVELY
BUT ALSO THIS DEATH MADE SENSE AND WASN’T A GARBAGE STUPID DEATH LIKE WHEN CHARLIE GOT KILLED SO I’M NOT ANGRY I’M JUST UPSET WHICH IS A MUCH BETTER STATE TO BE IN TBH
OKAY GONNA GO BACK TO NONCAPS NOW
WELP NO I’M NOT BECAUSE IT’S TIME FOR CAS’ SPEECH AND HE’S ON THE VERGE OF TEARS
WE’RE ALL FUCKED WELCOME TO PAIN CITY
“You know, this world? This sad, doomed, little world… it needs you. It needs every last Winchester it can get, and I will not let you die, I won’t let any of you die. And I won’t let you sacrifice yourselves. You mean too much to me. To everything. Yeah, you made a deal. You made a stupid deal, and I broke it. You’re welcome.”
THIS SPEECH IS EVERYTHING AND I CAN’T SEE PAST MY OWN TEARS
CONSIDERING CAS’ ARC I’M JUST DESPERATE NOW FOR THE ANSWER TO THIS MOMENT
THE MOMENT NEEDS TO COME WHEN THIS GETS TURNED BACK ONTO HIM, BECAUSE HE’S A WINCHESTER TOO GODDAMN IT
DEAN’S FACE WHEN HE SAYS “YOU MEAN TOO MUCH TO ME. TO EVERYTHING” THOUGH JUST KICK ME IN THE SOUL
FUCKING HELL KETCH WAS THAT REALLY NECESSARY
I GUESS MY SPINOFF ABOUT THE CONFUSED CORONER IS NEVER GONNA HAPPEN :(
MARY DON’T U DARE
ALL THE OTHER THINGS
Passed Bechdel-Wallace! Also, a slightly less white episode of spn than most! Though there’s still a lot of room for improvement there.
Where is the Impala???? Did the secret service guys impound it??? >_> I can sense @elizabethrobertajones cursing Dabb for his car continuity from here
Probably the only thing I didn’t like about this episode was that there was no explanation for why Sam and Dean didn’t pray to Cas to let him know they were alive. I’ll just headcanon that neither of them wanted to make him deal with their voices in his head when they had no idea where they were. It’s not like he could talk back, after all. And dreamwalking is out since he lost his wings. But still. One explainer line would’ve done the trick.
I really hope Alicia (and Max) turn up again.
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