Crossboom

crossboom-automatic-weapon-wasteland-3-wiki-guide-300px
Ability n/a
Weapon Type Assault Rifle
Weapon AP 2
Damage 22-26
Skill Requirement Lvl. 5 Automatic Weapons
Ammo Type Crossbow Bolt
Ammo Capacity 1
Range 15
Weapon Stats
Base Hit Chance 85%
Crit. Damage x1.9
Crit. Chance 8%
Penetration 15
Failed Requirement Penalty
Hit Chance -10%
Critical Chance -100%
Strike Rate -100%

Crossboom is an Automatic Weapon in Wasteland 3Crossboom requires Lvl. 5 Automatic Weapons skill, it is an Assault Rifle, has 15 range, and 1 ammo capacity. Each weapon's stats and/or effects can be changed or upgraded by slotting Weapon Mods to it, apart from mods, some weapons also include its own unique ability.

 

Dunamite stick quarrels may take a second to explode, but they're worth the wait.

 

Crossboom Information

  • Weapon Requirement: Lvl. 5 Automatic Weapons
  • Weapon Type: Assault Rifle
  • Weapon Rarity: Unique
  • Weapon AP: 2
  • Damage: 22-26
  • Ammo Type: Crossbow Bolt
  • Ammo Capacity: 1
  • Range: 15
  • Purchase Price: ??
  • Selling Price: $800

 

Crossboom Acquisition

 

Crossboom Weapon Ability

  • This weapon does not have an ability.

 

Crossboom Stats

  • Penetration: 15
  • Critical Chance: 8%
  • Critical Damage: x1.9
  • Base Hit Chance: 85%

 

Crossboom Weapon Penalties

NOTE: Each weapon requires a certain level of skill in order for the character to be able to manage it. This doesn't mean that you can't equip weapons that don't meet your skill level, you can, however, still equip weapons at the result of weapon penalties when it is used in combat. So for example, if you equip an Assault Rifle that requires a Lvl. 4 Automatic Weapons skill, but you're only at Lvl. 2, you can still use it but you'll be penalized with negative effects such as a less chance of inflicting critical hits, decreased critical damage, and more.

  • Hit Chance: -10%
  • Critical Chance: -100%
  • Strike Rate: -100%
 

Crossboom Notes & Trivia

  • Other notes, tips, and trivia.
  • Weapons can be modified by placing Weapon Mods to it. There is a variety of weapon mods that are specific to certain types of guns which changes the statistical value or adds effects to it once it is slotted. Players cannot remove a slotted mod to a weapon, however, you can replace it, but the previously slotted weapon mod will be lost. So make sure to decide properly when it comes to weapon modification - check our Weapon Modding skill page to learn more about weapon modification.

 

 

Wasteland 3 Automatic Weapons
Army Rifle  ♦  Atom Smasher  ♦  Atomizer  ♦  Battle Rifle  ♦  Black  ♦  Daisy's Rifle  ♦  Enforcer  ♦  Greaser  ♦  Gutter Snake  ♦  Hailstorm  ♦  Hoons' Prized Rifle  ♦  Ion Beamer  ♦  Jack  ♦  Kalash 97  ♦  Lancer  ♦  Lead Sprayer  ♦  M1989A1  ♦  MAC 17  ♦  Meat Maker  ♦  Nailer  ♦  Photon Churner  ♦  Polar Vortex  ♦  Pulse Gun  ♦  Pulse Rifle  ♦  Ripper  ♦  Rust Bucket  ♦  Satyr Compact  ♦  Skorpion  ♦  Socom Assault Rifle  ♦  Swat Rifle  ♦  The Convincer  ♦  Tommy Gun  ♦  Uzi  ♦  Waste Rifle  ♦  Winter Warrior



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    • Anonymous

      The 75 damage does not scale with awareness nor explosives nor sadomasochist, not very useful on Supreme Jerk as you already cleared a room of 600HP Payasos to get this

      • Anonymous

        So, from some quick testing, it seems that after hiting an enemy, it sets a stick of dynamic on them, that blows for 75 damage after 1 turn.
        Firing this weapon is extremely cheap, only 2AP (3 if you count reload between shots), meaning you can spread the dynamic around many enemies. Sadly the dynamic does not stack, if you fire on same enemy twice, only 1 dynamic explosion occurs.
        Interesting, but very situational weapon in my opinion.

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