Jury-Rigged Boomstick
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Jury-Rigged Boomstick | |
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Equipment Details | |
Type | Shotgun |
Used by | Scout |
Slot | Secondary |
Hitscan | Yes |
Availability | Default |
“ | You take a shotgun and cut it in half. You're left with a light handcannon that handles like a large pistol and has the stopping power of an 18-wheeler loaded with watermelons. A true classic. | „ |
~ Item Description |
Contents
About[edit | edit source]
The Jury-Rigged Boomstick is the Scout's secondary weapon. It is a double-barrel shotgun which has had its barrels sawed in half, resulting in a stubby profile. The metallic barrels end at exactly the same spot as the wooden handgrip, and the lack of stock results in pronounced recoil.
The Boomstick excels in close-range. It fires a colossal eight-pellet shot which each pellet dealing significant damage. Shots fired at point blank into a target's weakpoint will annihilate all but the strongest of foes. Often times it isn't even necessary to hit the weakpoint, so long as all the pellets connect. The high stun chance and "blast wave" emitted by the weapon make it a decent crowd control tool, and the moderately fast reload keeps to available to use in a pinch.
Despite the Boomstick's extreme damage potential, it does have drawbacks. As the design obviously suggests, the gun can only hold two shells, meaning that accuracy is vital for this weapon's success. Thankfully the weapon doesn't demand too much precision of its wielder, as the close-quarters nature of the gun means that hitting shots is easy. The weapon is limited by extremely poor range however; anything less than point blank will not cause all the pellets to land, resulting in significantly reduced damage. As a result, the Boomstick is a high risk, high reward weapon; get in close to deal maximum damage, but make sure you don't get hurt yourself closing into an effective range.
Initial Stats | ||||||||||||||||||
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Modifications[edit | edit source]
There are five tiers and each tier has up to three modifications, only one modification can be equipped per tier.
Overclocks[edit | edit source]
Overclock calculations happens after modifiers.
Stats Breakdown[edit | edit source]
Understanding the Weapon[edit | edit source]
Unique Modifications[edit | edit source]
White Phosphorous Shells[edit | edit source]

White Phosphorous Shells causes each shell that is fired out of the Boomstick to have 50% of its damage be converted to Fire + Heat damage, potentially igniting creatures. The weapon does not lose 50% damage.
The Front AoE shock wave Damage is not included in the conversion.
Fear The Boomstick[edit | edit source]

Fear The Boomstick inflicts 50% Fear Factor to all enemies within a 5m radius around the Scout with every pull of the trigger.
Unique Overclocks[edit | edit source]
Special Powder[edit | edit source]

Special Powder is a Clean Overclock
Whenever the weapon is fired and the player is not on the ground they will get pushed in the direction opposite of the pellet's direction, a well-timed shot can push the player up to 16 meters in the air. If both shots are unloaded in quick succession, the amount of distance covered goes up to a maximum of 47 meters. It is affected by the player's current speed and direction.
Mastery[edit | edit source]
Each modification that is purchased advances a mastery bar by one unit.
Mastery unlocks:
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All (13) modifications – The Company Special Weapon Paintjob
Skins[edit | edit source]
Full gallery of skins can be seen at Weapon Skins.
Gallery[edit | edit source]
Trivia[edit | edit source]
- In real life, sawing a shotgun's barrel does not increase its damage potential. It reduces the weight and length of the weapon making it easier to carry, but it affects the range by reducing muzzle velocity
- The Special Powder's effect is similar to Team Fortress 2's Force-a-Nature knockback jump, which is also used by the game's Scout class.
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