Skink (Weapon)
Overview
The 

Reloading and ammunition handling are distinctive. Each reload operation consumes exactly 250 units of Radioactive Waste regardless of how much remaining capacity the 

Damage and attack behaviour are straightforward but noteworthy. An uncharged shot deals 20–40 acid damage. A fully charged shot deals 150 acid damage in practice, even though the in-game damage display may report 180. Direct hits with 
Practical notes and tactical considerations:
- Because each reload consumes a fixed 250 units, plan refills around full drains to avoid wasting limited Radioactive Waste stores.
- Prefer using Barrels or Water Coolers as ammo reservoirs when supplying Skinks; do not rely on Metal Buckets for reloading.
- Use charged shots for single-target high-damage needs; uncharged fire is cheaper but much weaker.
- The knockback on direct hits can disrupt enemy formations or push foes into hazards; angle shots to exploit terrain.
- Equipping a
Skink in the companion slot removes it from primary ranged use but allows it to function as a pet-like companion, which can be useful for players who want the aesthetic or companion effects without occupying the main weapon slot.
The 
Other entities of this type
- 12g Buckshot
- .308 Ammo
- .357 Magnum Ammo
- 5.56 Ammo
- 9mm Ammo
- Acid Bolt
- Acid Mace
- Antique Shotgun
- Arcbolt Spear
- Auto 10
- Basic Baton
- Baton
- Boom Bait
- Cane Sword
- Carbon Pickaxe
- Cluster Grenade
- Cluster Rocket
- Combat Knife
- Crowbar
- Crowbar 2.0
- Deatomizer
- Desk Leg
- Electro-Thrower
- Electron Grenade
- Endothermic Hammer
- Energy Pistol
- Exor Flail
- Exor Spear
- Explosive Cartridge
- Explosive Sledge
... +98 (see sidebar for full list)