====== Weapons ====== > //Bad news, Operator. They caught us completely by surprise, so we have no firepower with us. The guards' weapons are genecoded to their owner and useless to us. We're going to have to make do with what we can find along the way.// \\ --[[:agents:Central]] [[:Agents:]] can use **weapons** to [[:attack]] [[:guards:]]. Weapons may be [[#melee weapons|melee]] or [[#ranged weapons|ranged]]. Most weapons deal [[:KO]] damage, but some are [[:lethal damage|lethal]]. Weapons may have cooldowns or use [[:PWR]], or both; some weapons have ammo which can be reloaded using a [[:items:Charge Pack]]. Some weapons are able to pierce [[:armor]]. Most weapons can be bought and sold at [[:mainframe devices:Nanofabricators]] or from [[:buying from Monst3r|Monst3r]]; some can also be found in [[:mainframe devices:Secure Lockers]] at [[:missions:Security Dispatch]] missions. Some weapons are unique to particular agents. Some weapons can be [[:stealing|stolen]] from some [[:guards:]], but only rarely. It is never possible to steal the weapons which guards actually have equipped. Weapons can only be used if they are equipped. An agent can equip at most one melee weapon and one ranged weapon, but can carry multiple weapons, and there is no cost or penalty for equipping a different weapon during a mission. No weapons have [[:skill]] level requirements. ===== Melee weapons ===== All melee weapons are non-lethal, with some exceptions in [[:mods:|fan-created mods]]. The following melee weapons are generally available: ^ ^ Weapon ^ Value \\ ([[:credits|CR]]) ^ Cost to use ^ Damage ^ Armor \\ piercing ^ Description ^ | {{neural_disruptor.png?50}} | [[Neural Disruptor]] | 500 | 3 turn cooldown | 2 KO | --- | | | ::: | [[Neural Disruptor II]] | 700 | 3 turn cooldown | 2 KO | 1 | | | ::: | [[Neural Disruptor III]] | 900 | 4 turn cooldown | 3 KO | 2 | | | ::: | [[Neural Disruptor IV]] [icon:CP] | 1100 | 1 [[:tiers#tier IV items|charge]] per mission, \\ 4 turn cooldown | 4 KO | 3 | | | {{thermal_disruptor.png?50}} | [[Thermal Disruptor I]] [icon:CP] | 500 | 3 turn cooldown, \\ 2 PWR per armor | 1 KO | 2 | | | ::: | [[Thermal Disruptor II]] [icon:CP] | 700 | 3 turn cooldown, \\ 2 PWR per armor | 2 KO | 2 | | | ::: | [[Thermal Disruptor III]] [icon:CP] | 900 | 4 turn cooldown, \\ 2 PWR per armor | 3 KO | 3 | | | ::: | [[Thermal Disruptor IV]] [icon:CP] | 1100 | 1 [[:tiers#tier IV items|charge]] per mission, \\ 1 PWR per armor, \\ 4 turn cooldown | 4 KO | 4 | | | {{volt_disruptor.png?50}} | [[Volt Disruptor I]] | 500 | 3 PWR | 2 KO | --- | | | ::: | [[Volt Disruptor II]] | 700 | 4 PWR | 2 KO | 1 | | | ::: | [[Volt Disruptor III]] | 900 | 5 PWR | 3 KO | 2 | | | ::: | [[Volt Disruptor IV]] [icon:CP] | 1100 | 1 [[:tiers#tier IV items|charge]] per mission, \\ 5 PWR | 4 KO | 3 | | [icon:CP] Found in the [[:Contingency Plan]] DLC. ===== Ranged weapons ===== ^ ^ Weapon ^ Value \\ ([[:credits|CR]]) ^ Cost to use ^ Damage ^ Armor \\ piercing ^ Description ^ | {{dart.png?50}} | [[Biogenic DART]] | 1200 | 7 turn cooldown | 2 KO | 2 | | | {{rifle.png?50}} | [[Cooker]] | 700 | Ammo (max 1) | Lethal | 1 | | | {{rifle.png?50}} | [[Drilling DART]] | 950 | Ammo (max 2) | 3 KO | 1 | | | {{flurry_gun.png?50}} | [[Flurry Gun]] | 1250 | 4 PWR | Lethal | 2 | Usable for only one turn per mission. | | {{pistol.png?50}} | [[Hand Cannon]] | 900 | Ammo (max 3) | Lethal | --- | | | {{rifle.png?50}} | [[K&O's 'Lance' Rifle]] [icon:CP] | 1500 | Ammo (max 1) | Lethal | 5 | [[:Encumbered|Encumbers]] whoever carries it with a -2\ [[:AP]] penalty. | | {{rifle.png?50}} | [[Mono Molecular Rail Gun]] [icon:CP] | 1200 | Ammo (max 2) | 5 KO | 4 | [[:Encumbered|Encumbers]] whoever carries it with a -2\ [[:AP]] penalty. | | {{dart.png?50}} | [[Neural DART]] | 450 | Ammo (max 2) | 2 KO | --- | | | {{pistol.png?50}} | [[Plasma Gun]] | 300 | Ammo (max 1) | Lethal | --- | | | {{dart.png?50}} | [[Riot DART]] | 900 | Ammo (max 3) | 2 KO | --- | | | {{tag_pistol.png?50}} | [[TAG Pistol]] | 300 | 1 PWR | --- | --- | Instead of dealing damage, it [[:TAGs]] the target, tracking their movement even while they are not seen. Ignores [[:armor]]. | [icon:CP] Found in the [[:Contingency Plan]] DLC. ===== Unique weapons ===== The following weapons are unique to particular [[:agents:]]: ^ ^ Weapon ^ Resale \\ value ([[:credits|CR]]) ^ Cost to use ^ Damage ^ Armor \\ piercing ^ Description ^ | {{rifle.png?50}} | [[Desert Wind]] | 300 | Ammo (max 2) | Lethal | 1 | [[:agents:Shalem 11]]'s unique rifle combined with his [[:augments:Enhanced Optics]] augment gives him [[:armor]] piercing 2. | | {{volt_disruptor.png?50}} | [[Nika's Volt Disruptor]] | 250 | 2 PWR | 2 KO | --- | [[:agents:Nika]]'s unique Volt Disruptor uses less [[:PWR]] than other versions. | | {{dart.png?50}} | [[Overclocked Neural DART]] | 300 | 8 turn cooldown | 2 KO | 3 | [[:agents:Monst3r]]'s unique DART gun triggers a [[:daemon]] when it is fired. | | {{revolver.png?50}} | [[Refurbished Revolver]] | 0 | Ammo (max 6) | Lethal | --- | [[:agents:Archive Decker]]'s unique revolver cannot be reloaded. | | {{neural_disruptor.png?50}} | [[Salvaged Disruptor]] | 150 | 5 turn cooldown | 2 KO | --- | [[:agents:Shalem 11]]'s unique disruptor has a longer cooldown that a regular Neural Disruptor. | {{tag>incomplete}}