Special Weapons

Vulcan Minigun

Aerial Assault Barrel



Military Laser Module / LED Combo

Piglet

Nothing / Incendiary Round (-306 Damage)



Military Laser Module / LED Combo



Any Sight of Choice



War-Torn Stock

Flamethrower

Nothing / Rare (-3 Damage, +150 Total Ammo) / Well Done (+3.5 Damage, -150 Total Ammo)

Plainsrider Bow

Explosive Arrows / Nothing (-65 Damage, can pickup arrows)

Light Crossbow

Explosive Bolt / Nothing (-75 Damage, can pickup bolts)

HRL-7 Rocket Launcher

Nothing / Any sight of Choice

Essentially an even more inaccurate and faster firing Buzzsaw. Completely obliterates things within a couple meters of you, but beyond that you will pretty much miss most of your shots. Works well on maps like Rats Day 1, but not very practical otherwise. Unlike LMGs which at least pick up some ammo this picks up none at all, so you are completely reliant on ammo bags to restore your ammo. Plan accordingly. This gun works extremely well with Disturbing the Peace due to its 10% chance to proc per shot in tandem with its insane 3000 RoF, so one may wish to seriously consider the Muscle Perk Deck if you are definitely bringing this along.The Piglet is a straight upgrade to the GL40, at least where Concealment is not a concern. The choice between standard High Explosive and Incendiary Rounds come down to whether you want six seconds of area denial vs standard cops and Shields, or extra firepower for instant elimination of everything short of Bulldozers. The Incendiary Rounds deal 360 additional Damage over 6 seconds as well as applying a weak Fire DOT that deals another 100 over 10 seconds after they leave, but that 360 Damage only applies to targets standing in the Fire for the entire duration. Still, both rounds are a solid option as long as you are aware of the downsides; the High Explosive is more reliable all around due to it stunning everything, allowing you to retreat if needed, while the Incendiary is better for killing standard units, though they will still be able to fight back.The Flamethrower is not the most practical of weapons. Though it sounds great, in practice it really ends up being a Vulcan Minigun that trades half of its Damage and cannot Headshot or shoot further than 10 meters to pierce enemies and shields. Still, it is not completely without use: against extremely packed in enemies it can be situationally superior to the Minigun due to its piercing ability that allows multi-hits; this multi-hit ability is further enhanced by the fact that the Flamethrower actually acts just like a shotgun in practice, firing 6 "pellets" per shot. Its Fire DOT seems like it could be a game changer, but it cannot tick while you are actively hitting them with the Flamethrower and after you are done deals only a measly 10 Damage per second for 10 seconds. All said and done, while this can be a fun weapon on Overkill, it isn't exactly the best you can bring... and if you do opt to bring it, make sure to play to its strengths.The Plainsrider is a Fugitive weapon through and through, with high spike damage and high Concealment it excels at hit and run attacks. Explosive arrows are by far the better option as generally you will be using a Concealable pistol or Judge to deal with trash, but the standard arrow can be a usable and efficient option too, at least if you're host; off-host the latency will cause the non-hitscan arrows to miss far more than expected. Swan Song works especially well with this weapon, as arrows fired during Swan Song do not come from your ammo pool... allowing you to create ammo. This even works for explosive arrows as long as you ensure that you charge the arrow little enough for it to be a "dud" and fall to the ground.This is basically a Plainsrider Bow that trades 1 Concealment for more accuracy, more damage, and not needing to aim before firing. On the flipside, you cannot create free ammo in Swan Song anymore, though the aforementioned upsides should be well worth it. As above explosive ammo is much more viable, but if you must regular bolts are not terrible either.OHKOs anything in the game within 5 meters of its point of impact, this is essentially a nuke. Like the Vulcan Minigun it cannot pick up ammo off the ground, making you reliant on ammo bags to restore your rockets. This weapon can be seen as pretty strong on short heists, but for longer heists the GL40 is far more practical a weapon.