Marathon family
Marathon
Caldwell made, pump-action rifle. Good cycle rate and high capacity, but has a wasteful reload.
- Ammo
- 15/24=39
loaded / in reserve / total
- Recoil
- 7
- Spread
- 1.5
- Sway
- 0.5
- Quarter
- 40m
- Rate
- 68.4rpm
- Reload
- 19.2s
- Heavy
- 54
- Light
- 27
Marathon family
Caldwell made, pump-action rifle. Good cycle rate and high capacity, but has a wasteful reload.
loaded / in reserve / total
87 per hit, before falloff
Hits needed to kill a 150 HP hunter, each band closing at the metre it stops working. Point anywhere along a bar to read that distance below. The dashed lines are named under the bars: falloff is where damage starts dropping, flat is where it stops falling, drop is where the round stops flying flat.
share of full damage, on the axis and marks the bars use
Falls fastest between 20 and 50 m, at 12.7% of full damage per 10 m; 6.1% per 10 m across the whole fall to 100 m, where it holds 51%. A quarter of it is gone by 40 m, where the line meets the marked level - the figure the weapon list sorts by.
Pump-action, 15 rounds, iron sights.
The muzzle climbs 7° after every shot, 3.5° while aiming. How much of the screen that eats is not fixed - it depends on how wide your own field of view is, so these are drawn at the game's default 55°, and a wider setting costs you less of it.
Your weapon rests shouldered, so that is the cone an unaimed shot uses - crouching, walking and jumping all scale it. Sighted, it closes to a point.
15 shots 0.9s apart, then 19.2s to load them back. 31.8s for one full trip through the magazine.
better than 89% · of 401 rifle loadouts
No surcharge - 68 to take out.
Chosen at the top of the page. It also re-reads the range profile under and the penetration table below.
Stock round. It carries a ladder of 2 levels, so an obstacle costing more than that stops it dead rather than weakening it.
| Surface | Hardness | Result | Damage through |
|---|---|---|---|
| Coal heaps around the railway and mines; Loose gravel paths and stripmine spoil; Wet mud, bayou shallows, churned ground; Bare packed dirt and earth banks | 0 | keeps 75% up to 0.30 m thick not priced in the round's own table | 85 |
| Corroded structural metal and industrial plate; Cage bars, grates and heavy welded mesh; Solid iron - doors, boilers, safes, rails | 1 | keeps 75% up to 0.30 m thick not priced in the round's own table | 85 |
| Corrugated tin roofing and thin metal siding; Cliff faces and boulders | 2 | keeps 75% up to 0.30 m thick not priced in the round's own table | 85 |
| Brick walls and crypt masonry; Poured concrete, rubble and tiled flooring | 3 | keeps 75% up to 0.30 m thick not priced in the round's own table | 85 |
| Unhewn timber - trunks, stumps, log walls | 4 | keeps 50% up to 0.07 m thick | 57 |
| Hay bales and grain sacks; Rotten and worn floorboards; Roof planking and shingles; Finished lumber - barn planks, siding, floorboards | 5 | keeps 75% up to 0.30 m thick | 85 |
| Hunters, grunts and carcasses | 6 | stops dead the obstacle cost more penetration levels than the round has | - |
| Fixed glass - church windows, glassware, lamps | 10 | keeps 75% up to 0.30 m thick not priced in the round's own table | 85 |
| Leather - tack, holsters, upholstery | 13 | passes through untouched | 113 |
| Canvas, tarps, wagon covers, awnings | 14 | passes through untouched | 113 |
| Tree foliage and tall grass; Ordinary breakable window glass; Chicken wire and chain-link fencing; Hanging cloth, curtains, torn sheeting | 15 | passes through untouched | 113 |
Damage through is this weapon's in-game damage figure carried across one obstacle of that material. Rows marked as unpriced fall back to the lenient one-level default, which the game's code applies but which no shipped table states - treat those as provisional.
Against a hunter's 150 health, from the game's own hunter hit-zone table. Melee carries no falloff, so these do not change with distance.
Light attack
Deals Melee Blunt damage. It hits Immolator hardest (1.44x) and Water Devil softest (0.45x).
Three hits
Five or more
Computed from each creature's own hit-zone table against this attack's damage type.
Louder than 60% of the arsenal to AI. That is what monsters notice. Another hunter hears the shot out to 750 m - the same for every weapon in the game, so this bar is about stealth from AI, not from people.
of 150 weapons, Flame Rifle to Uppercut Precision
Drag to a distance and fire. Each layer fades, dulls and drops out on the game's own curves - past 750 m the report stops dead, which is the game's cutoff rather than a fade.
Built from the weapon's real sound layers, each following the volume, filter and dropout curve the game authors for it, plus one synthesized echo tail taken from the game's own outdoor reverb settings (decay 6 s, predelay 50 ms). Not reproduced: exact room-by-room tails, the stereo image, obstruction by terrain and buildings, and the variation the game adds between shots.
The game's trait descriptions give no numbers. Where this weapon's own attribute presets substitute values for an active trait, they are below.
Bulletgrubber affects this weapon, but this guide has no figure for what it does here. Other weapons do carry values.
Keeps you aiming through the reload cycle
| Stat | Base | With |
|---|---|---|
| Time between shots | 0.9s | 0.8s |
| Aim time | - | 0.4s |
| Stat | Base | With |
|---|---|---|
| Sway, horizontal | 0.5 | 0.25 |
| Sway, vertical | 0.2 | 0.1 |
| Extra zoom aimed | 0% | 33% |
| Turn speed aimed | 0.6 | 0.4 |
Only stats the trait actually moves are listed - a value the trait leaves untouched is omitted rather than shown unchanged. A crouched-spread multiplier of 1 means crouching stops steadying the weapon at all while that mode is active. Dual wielding is a weapon capability rather than a trait, and is not uniformly an upgrade: several pistols fire slower akimbo than single, in exchange for the doubled magazine.
Every trait this weapon's own data references. A recommendation is the game's own; the numbers above are the ones we can prove from the weapon's attribute presets.
A few perks carve out exceptions in their own description - Crack Shot excludes shotguns and sawed-off variants - so read the perk text, not just the listing.