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The Undercity player's manual
War loadout

Wars

Which role to play in the war, which weapons and tools to bring and what to watch before the first fight.

Game build 17 data from 10/21/2026 00:08 (UTC−3) page updated 10/21/2026 03:05 (UTC−3)

War loadout: the specializations

In a war everyone brings 3 items: only weapons, or two weapons and one support tool (Ballistic Shield, Field Med Kit or Flashbang), never two. The Widow has its own rule: only blades and fists fit next to it, no other firearm and no tool. With nothing in hand you attack unarmed. The tool (The Widow, or the weapons-only loadout) is what sets your specialization, and its icon shows up next to your name on both lists: the enemy knows your role, and you know everyone's on their side. War attacks don't follow the level rule or the 2 h same-target interval.

Under the kit sits the row of the two skills you equipped: 2 uses of each per war, and each use spends an attack (see Training). Pick both skills before the war starts: once the war is active and you're in it, you can't swap skills.

Who gets into the war: the Boss or a Capo mark the starters in Members → War roster (up to 10 per side), and the list locks when war is declared. The kit is built on Character, and the war copies the loadout when the 2 h of prep end: a swap made while the war is active only counts for the next one. The role comes from the kit.
Heads up: never take a drug after the war has started: an overdose sends you to the hospital, and whoever is in the hospital is out of the war and counts against your side.
Kingpin

🛡 Tank

Needs: Ballistic Shield + two weapons.

Takes the heat. The next 3 hits that land on you only deal 50% of the damage, crit included; on an ally, the shield holds 2 hits. Each person has one shield up at a time. A hit that misses doesn't use up the shield, and the enemy's chance to hit doesn't change. 2 times per war, for whoever raises it. A shotgun that lands breaks the whole shield.

Syndicate

✚ Healer

Needs: Field Med Kit + two weapons.

Keeps the crew on its feet. Heals 30 HP on you or on an ally who's still in the war, 2 times per war. Each heal uses up your action (same interval and same energy as an attack): it's one attack less.

Kingpin

💥 Support

Needs: Flashbang + two weapons.

Targets one enemy. They're stunned for 45 s, can't attack or use a tool, and then they're immune to another Flashbang for 180 s. 2 times per war. Because of the immunity, the second one only catches the same enemy once the immunity is over; on a different enemy, it works right away.

Godfather

🎯 Sniper

Needs: The Widow + two blades or fists.

The Widow hits ×1.8 and adds +25% crit chance to her shots (with the BIS, 60% of the shots that land are crits). It has 6 shots per war; with the BIS a shot does 80 and a crit 120. It takes no tool.

🔫 Shooter

Needs: three weapons, no tool.

Whoever carries The Widow is the sniper.

Which weapon to bring

The game asks for just 3 items; the math compares a firearm, a melee weapon and the tool (the calculation's choice, not a game rule). First place is the same across the three roles with a tool, and in the cases measured (10, 20 and 30 attacks; 400 and 600 HP targets) the kit doesn't change. Since not everyone has the reds, there are two examples, the BIS one and the no-Godfather-item one:

In the math, shots go first, the highest factor first, then the best melee weapon, and a missed shot also spends ammo. What the tool is worth (hits absorbed, HP healed, enemy frozen) isn't counted there, and the Calculator doesn't measure it either: it simulates the 1v1 Corner duel, without a tool. The 5 best firearms are within 5% of each other (50.8 to 48.1 over 30 attacks); The Widow with Gloves or Titanium comes out 5.4% below The Widow with Hands or Rings (49.3 against 52.1).

Loadout weapons

In a war each action (attack, heal, skill) takes 20 s; the pistol draws in 13 s in war. Firearms run out; melee never does.

WeaponDamageShots per warRule
My Little Friend1.90×5Burst
AK-471.80×5Burst
The Widow1.80×6+25% crit
Sawed-Off Shotgun1.70×4Shotgun
.50 Desert Eagle1.50×8Pistol
Golden Glock1.40×8Pistol
.38 Pistol (Trezoitao)1.30×8Pistol
Silenced Pistol1.30×8Pistol

Burst: 2 rolls, each with half the hit; 1 miss = half counter, 2 misses = full counter.

Melee: ×1.35 (The Enforcer's Hands, The Commission Rings), ×1.25 (Titanium War-Knuckles, The Bodyguard's Gloves), ×1.20 (Karambit Claw) and ×1.10 to ×1.15 for the rest.

The Serrated Machete (×1.10) wounds: whoever takes the hit can't be healed by the Field Med Kit for 180 s. The effect only matters against someone carrying a Field Med Kit.