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 at 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.
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.
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.
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. |