====== Dusters ======
{{infobox>
name = **%$weapon.stats.id% %$weapon.name%**
image1 = fist_matrix.png|Matrix
image2 = placeholder.png|In-game
Slot = %$weapon.stats.slot%
Type = %$weapon.stats.type%
Category = %$weapon.stats.category%
Firemode = %$weapon.stats.firemode%
==Stats==
Damage = %$weapon.stats.damage_near% * charge (0.5 - 1) x 2
Aux Cost = 15 / swing
Range = 1.25 m * Speed((100% - 200% based on speed 0 - 12 m/s))
Headshot Multiplier = %$weapon.stats.head_mult%x
Limb Multiplier = %$weapon.stats.limb_mult%x
Firerate = %$weapon.stats.firerate% rpm
Damage Taken Multiplier = %$weapon.stats.damage_taken_mult%x
Chase Speed Multiplier = %$weapon.stats.chase_speed_mult%x
Speed Penalty = %$weapon.stats.speed_penalty% m/s
}}
:: %$weapon.stats.id% %$weapon.name%// %$weapon.foundations.value% %$weapon.foundations.type% //
:: %$weapon.stats.slot% %$weapon.stats.type%
=====Lore=====
They are mining gauntlets that utilize compressed air shockwaves to extend their reach and provide additional functionality
=====Abilities=====
Backup weapons are affected by dexterity in all aspects except charging
More info at the [[Weapons]] page
Backup weapons cannot be modded however they posses unique abilities:
**Primary**
* Charges up a double punch
**Secondary**
* **Charge**: Forearms deflect((See: [[Effects#Deflection]])), 100% reduced loadout speed penalties, body impacts if above 4m/s, Cause Snare to enemies on body impact, consumes 10/s aux while moving
* Drains all Combo Points on blocking a knockdown((requires at least one point in the first place)), drains points proportional to damage on blocking an attack
**Quick-melee**
* **Shockwave**: single uncharged punch that applies knockback, disarm and 2s snare
**Alternative Attack:**((Primary attack while holding rmb))
* **Uppercut**: single uncharged punch((0.5x damage)) that applies vertical knockback((5m/s vertical)) and 2s Snare+ and 2s Disable+ if headshot, +80% increased damage((affected by diminishing results)) and +40%((+2m/s)) increased knockback per combo point
* Drains 2 Combo Points
**Passive**
* 25% defense and damage reduction bypass, can destroy armored glass in 3 punches
**Combo** ((5 limit))
* For each attack that landed with the weapon equipped the next heavy attack charges 20% faster and quick-melee lunge range increased by 10%