Hand Crossbow
Hand Crossbow that fires compact bolts. Quiet at range and convenient to carry. Bolts can be retrieved and reused.
- Ammo
- 1/8=9
loaded / in reserve / total
- Heavy
- 27 #29 of 34 loadouts
- Light
- 13 #20 of 34 loadouts
Hand Crossbow that fires compact bolts. Quiet at range and convenient to carry. Bolts can be retrieved and reused.
loaded / in reserve / total
160 per hitper volley, before falloff
Hits needed to kill a 150 HP hunter, each band closing at the metre it stops working. Point anywhere along a bar to read that distance below. The dashed lines are named under the bars: falloff is where damage starts dropping, flat is where it stops falling, drop is where the round stops flying flat.
share of full damage, on the axis and marks the bars use
Falls fastest between 10 and 20 m, at 25% of full damage per 10 m; 8.9% per 10 m across the whole fall to 100 m, where it holds 20%. A quarter of it is gone by 20 m, where the line meets the marked level - the figure the weapon list sorts by.
The muzzle drops 1.2° after every shot, 0.6° while aiming. How much of the screen that eats is not fixed - it depends on how wide your own field of view is, so these are drawn at the game's default 55°, and a wider setting costs you less of it.
Your weapon rests shouldered, so that is the cone an unaimed shot uses - crouching, walking and jumping all scale it. Sighted, it closes to a point.
One shot, then 4.3s to load it back. 4.3s for one full trip through the magazine.
Against a hunter's 150 health. Melee carries no falloff, so these do not change with distance.
Heavy attack
Deals Melee Blunt damage. It hits Immolator hardest (1.44x) and Water Devil softest (0.45x).
Three hits
Five or more
Computed from each creature's own hit-zone table against this attack's damage type.
The game's trait descriptions give no numbers. Where this weapon's own attribute presets substitute values for an active trait, they are below.
Swaps in the game's expedited reload animation
| Stat | Base | With |
|---|---|---|
| Reload start | 4.2 s | 2.667 s |
| Stat | Base | With |
|---|---|---|
| Sway, horizontal | 0.4 | 0.2 |
| Sway, vertical | 0.5 | 0.25 |
Where a trait swaps in a different reload animation, the seconds are that animation's own, not a weapon stat. A longer start is not always worse: on a clip-fed rifle the expedited animation takes longer to begin and then loads several rounds at once.
Only stats the trait actually moves are listed - a value the trait leaves untouched is omitted rather than shown unchanged. A crouched-spread multiplier of 1 means crouching stops steadying the weapon at all while that mode is active. Dual wielding is a weapon capability rather than a trait, and is not uniformly an upgrade: several pistols fire slower akimbo than single, in exchange for the doubled magazine.
Every trait this weapon references. A recommendation is the game's own; the numbers above are the ones we can prove.
A few perks carve out exceptions in their own description - Crack Shot excludes shotguns and sawed-off variants - so read the perk text, not just the listing.