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weapons:index

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.
–Central

Agents can use weapons to attack guards. Weapons may be melee or ranged. Most weapons deal KO damage, but some are lethal. Weapons may have cooldowns or use PWR, or both; some weapons have ammo which can be reloaded using a Charge Pack. Some weapons are able to pierce armor.

Most weapons can be bought and sold at Nanofabricators or from Monst3r; some can also be found in Secure Lockers a Security Dispatch missions. Some weapons are unique to particular agents. Some weapons can be 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 fan-created mods. The following melee weapons are generally available:

Weapon Value
(CR)
Cost to use Damage Armor
piercing
Description
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 1100 1 charge per mission,
4 turn cooldown
4 KO 3
Thermal Disruptor I 500 3 turn cooldown,
2 PWR per armor
1 KO 2
Thermal Disruptor II 700 3 turn cooldown,
2 PWR per armor
2 KO 2
Thermal Disruptor III 900 4 turn cooldown,
2 PWR per armor
3 KO 3
Thermal Disruptor IV 1100 1 charge per mission,
1 PWR per armor,
4 turn cooldown
4 KO 4
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 1100 1 charge per mission,
5 PWR
4 KO 3

† Found in the Contingency Plan DLC.

Ranged weapons

Weapon Value
(CR)
Cost to use Damage Armor
piercing
Description
Biogenic DART 1200 7 turn cooldown 2 KO 2
Cooker 700 Ammo (max 1) Lethal 1
Drilling DART 950 Ammo (max 2) 3 KO 1
Flurry Gun 1250 4 PWR Lethal 2 Usable for only one turn per mission.
Hand Cannon 900 Ammo (max 3) Lethal
K&O's 'Lance' Rifle 1500 Ammo (max 1) Lethal 5 Encumbers whoever carries it with a -2 AP penalty.
Mono Molecular Rail Gun 1200 Ammo (max 2) 5 KO 4 Encumbers whoever carries it with a -2 AP penalty.
Neural DART 450 Ammo (max 2) 2 KO
Plasma Gun 300 Ammo (max 1) Lethal
Riot DART 900 Ammo (max 3) 2 KO
TAG Pistol 300 1 PWR Instead of dealing damage, it TAGs the target, tracking their movement even while they are not seen. Ignores armor.

† Found in the Contingency Plan DLC.

Unique weapons

The following weapons are unique to particular agents:

Weapon Resale
value (CR)
Cost to use Damage Armor
piercing
Description
Desert Wind 300 Ammo (max 2) Lethal 1 Shalem 11's unique rifle combined with his Enhanced Optics augment gives him armor piercing 2.
Nika's Volt Disruptor 250 2 PWR 2 KO Nika's unique Volt Disruptor uses less PWR than other versions.
Overclocked Neural DART 300 8 turn cooldown 2 KO 3 Monst3r's unique DART gun triggers a daemon when it is fired.
Refurbished Revolver 0 Ammo (max 6) Lethal Archive Decker's unique revolver cannot be reloaded.
Salvaged Disruptor 150 5 turn cooldown 2 KO Shalem 11's unique disruptor has a longer cooldown that a regular Neural Disruptor.
weapons/index.txt · Last modified: 2020/07/20 15:15 by andrew