Silent and deadly short-ranged projectile weapon. Can be retrieved and reused.
The Throwing Axe can be dated back to antiquity, and to this day remains a reliable and an effective weapon. Thrown in an overhand motion, the resultant rotational velocity ensures that it retains high force on impact. A high level of skill is needed, however, as the turning motion necessitates that for maximum effect, the distance to the target must be accurately judged. Perhaps, the rise in the popularity of baseball in the United States gave some hunters a familiarity with such a throw. The majority of the Throwing Axes found in the bayou were calibrated carefully for balance, if that calibration was often of an improvisational nature - ad hoc field additions or removals made to finesse the performance of the weapon. Valued for their simplicity, power, and relative silence, those who could use them treasured their Throwing Axes as vital companions.
Statistics for Throwing Axes in Hunt: Showdown
Rate of Fire
Heavy Melee Damage
1 challenge from "Book of Weapons" after Rank 0
Work with Traits
Blade Seer Dewclaw
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.