Weapon project by "Hunt: Showdown Encyclopedia"

Poison Bomb in Hunt: Showdown

Poison Bomb
On detonation emits a persistant, deadly cloud. Anything caught in or that passes through the cloud will be poisoned.
An experimental device, at the pinnacle of the warfare technology of its time. A compressed gas is contained in a glass vial, which upon release expands rapidly. This gas is composed of a compound of toxic and noxious chemicals engineered to damage human physiology. The exact composition will not be reproduced here for various reasons. First: the exact composition varies from device to device as, Second: the experimental nature of the gas was devised by competing chemists who were careful to conceal their recipes as, Third: distribution of the recipe could allow the gas to be reproduced and used for nefarious purposes. A small explosive charge on a detonator ensures the vial is broken on use, as well as partially accelerating the distribution of the gas.

Statistics for Poison Bomb in Hunt: Showdown

Damage 0
Effective Range 20 m
Damage per Tick 13
Effect Radius 8 m
Effect Durations 300 s
Melee Damage 13
Heavy Melee Damage 27
Price 25
Unlock Rank 0 challenges from "Book of Weapons" after Rank 2
Slot Size
Work with Traits Pitcher
Legendary Weapons no
Heavy Melee Damage. True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso.
Melee Damage. True damage value of a regular melee attack that hits a Hunter in the Upper-Torso.
Damage.True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters.
Handling. Unit: %. An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread. For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles.
Effective Range. Unit: m (meters). For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot. Some very powerful weapons will also kill with one hit to the Torso. For throwables: The range that this item can be thrown.
Reload Speed. Unit: s (seconds). The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading.
Rate of Fire. Units: rpm (rounds per minute). How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading).
Muzzle Velocity. Unit: m/s (meters per second). The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles (such as crossbow bolts) also travel in a ballistic arc.
Damage per Tick. Damage while affected.
Effect Duration. Units: s (seconds). The time the effect lasts in seconds.
Effect Radius. Units: m (meters). Effect radius in meters.

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