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|“||You take a shotgun and cut it in half. You're left with a light handcannon that handles like a large pistol and has the stopping power of an 18-wheeler loaded with watermelons. A true classic.|
|— Item Description|
The Jury-Rigged Boomstick is the Scout's default secondary weapon. It is a double-barrel shotgun which has had its barrels sawed in half, resulting in a stubby profile. The metallic barrels end at exactly the same spot as the wooden handgrip, and the lack of stock results in pronounced recoil.
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclock calculations happen after modifiers.
|Jury-Rigged Boomstick [Expand/Collapse]|
| +6 Max Ammo
||You can carry a few more of these compact shells in your pockets and they are a bit faster to reload with.|
| +Double Barrel
||Unload both barrels at once, no regrets.|
|+Shotgun Jump||Less like gunpowder and more like rocketfuel, this mixture gives a hell of a kick that you can use to get places.|
| +1 Damage
||With a bit of patience and some luck you can get one more pellet and a few more grains of powder into each shell without affecting the gun's performance or losing an eye in the process.|
|Specially shaped shells result in a tighter shot but the number of pellets is reduced.|
|These large shells pack a lot more charge for a big increase in damage but they also take up more space so total ammo is limited.|
White Phosphorous Shells
White Phosphorous Shells causes each shell that is fired out of the Boomstick to have 50% of its damage be converted to Fire + Heat damage, potentially igniting creatures. The weapon does not lose 50% damage.
The Front AoE shock wave Damage is not included in the conversion.
Fear The Boomstick
Fear The Boomstick inflicts 50% Fear Factor to all enemies within a 5m radius around the Scout with every pull of the trigger.
Special Powder is a Clean Overclock
Whenever the weapon is fired and the player is not on the ground they will get pushed in the direction opposite of the pellet's direction, a well-timed shot can push the player up to 16 meters in the air. If both shots are unloaded in quick succession, the amount of distance covered goes up to a maximum of 47 meters. It is affected by the player's current speed and direction.
Each modification that is purchased advances a mastery bar by one unit.
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All (13) modifications – The Company Special Weapon Paintjob
Full gallery of skins can be seen at Weapon Skins.
- In real life, sawing a shotgun's barrel does not increase its damage potential. It reduces the weight and length of the weapon making it easier to carry, but it affects the range by reducing muzzle velocity
- The Special Powder's effect is similar to Team Fortress 2's Force-a-Nature knockback jump, which is also used by the game's Scout class.