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weapons:index [2020/06/15 22:39] – [Weapons] andrewweapons:index [2023/02/02 20:31] (current) – a -> at miteusz
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 ====== Weapons ====== ====== 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]]. [[: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:Nanofabricator]] or from [[:buying from Monst3r|Monst3r]]. Some weapons can only be found in [[:mainframe devices:Secure Locker]] in a [[:missions:Security Dispatch]] mission, and some 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.+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 changing which weapon(s) are equipped. The [[:Courier]] and [[:Prisoner]] cannot equip or use weapons. No weapons have [[:skill]] level requirements.+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 ===== ===== Melee weapons =====
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 All melee weapons are non-lethal, with some exceptions in [[:mods:|fan-created mods]]. The following melee weapons are generally available: All melee weapons are non-lethal, with some exceptions in [[:mods:|fan-created mods]]. The following melee weapons are generally available:
  
-~~CLEARFLOAT~~ +<WRAP bigtable> 
-^          ^ Weapon ^  Value ([[:credits|CR]])  ^  Cost to use  ^  Damage  ^  Armor piercing +^          ^ Weapon ^  Value \\ ([[:credits|CR]])  ^  Cost to use  ^  Damage  ^  Armor \\ piercing  ^ Description 
-| {{neural_disruptor.png?64}} | [[Neural Disruptor]] |  500  |  3 turn cooldown  |  2 KO  |  ---  | +| {{neural_disruptor.png?50}} | [[Neural Disruptor]] |  500  |  3 turn cooldown  |  2 KO  |  ---  
-| :::                      | [[Neural Disruptor|Neural Disruptor II]] |  700  |  3 turn cooldown  |  2 KO  |  1  | +| :::                      | [[Neural Disruptor II]] |  700  |  3 turn cooldown  |  2 KO  |  1  
-| :::                      | [[Neural Disruptor|Neural Disruptor III]] |  900  |  4 turn cooldown  |  3 KO  |  2  | +| :::                      | [[Neural Disruptor III]] |  900  |  4 turn cooldown  |  3 KO  |  2  
-| :::                      | [[Neural Disruptor|Neural Disruptor IV]]† |  1100  |  1 charge per mission  |  4 KO  |  3  | +| :::                      | [[Neural Disruptor IV]] [icon:CP] |  1100  |  1 [[:tiers#tier IV items|charge]] per mission, \\ 4 turn cooldown     |  4 KO  |  3  
-| {{thermal_disruptor.png?64}} | [[Thermal Disruptor|Thermal Disruptor I]]† |  500  |  3 turn cooldown, 2 PWR per armor  |  1 KO  |  2  | +| {{thermal_disruptor.png?50}} | [[Thermal Disruptor I]] [icon:CP] |  500  |  3 turn cooldown, \\ 2 PWR per armor  |  1 KO  |  2  
-| :::                      | [[Thermal Disruptor|Thermal Disruptor II]]† |  700  |  3 turn cooldown, 2 PWR per armor  |  2 KO  |  2  | +| :::                      | [[Thermal Disruptor II]] [icon:CP] |  700  |  3 turn cooldown, \\ 2 PWR per armor  |  2 KO  |  2  
-| :::                      | [[Thermal Disruptor|Thermal Disruptor III]]† |  900  |  4 turn cooldown, 2 PWR per armor  |  3 KO  |  3  | +| :::                      | [[Thermal Disruptor III]] [icon:CP] |  900  |  4 turn cooldown, \\ 2 PWR per armor  |  3 KO  |  3  
-| :::                      | [[Thermal Disruptor|Thermal Disruptor IV]]† |  1100  |  1 charge per mission, 1 PWR per armor  |  4 KO  |  4  | +| :::                      | [[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?64}} | [[Volt Disruptor|Volt Disruptor I]] |  500  |  3 PWR  |  2 KO  |  ---  | +| {{volt_disruptor.png?50}} | [[Volt Disruptor I]] |  500  |  3 PWR  |  2 KO  |  ---  
-| :::                      | [[Volt Disruptor|Volt Disruptor II]] |  700  |  4 PWR  |  2 KO  |  1  | +| :::                      | [[Volt Disruptor II]] |  700  |  4 PWR  |  2 KO  |  1  
-| :::                      | [[Volt Disruptor|Volt Disruptor III]] |  900  |  5 PWR  |  3 KO  |  2  | +| :::                      | [[Volt Disruptor III]] |  900  |  5 PWR  |  3 KO  |  2  
-| :::                      | [[Volt Disruptor|Volt Disruptor IV]]† |  1100  |  1 charge per mission, 5 PWR  |  4 KO  |  3  |+| :::                      | [[Volt Disruptor IV]] [icon:CP] |  1100  |  1 [[:tiers#tier IV items|charge]] per mission, \\ 5 PWR  |  4 KO  |  3  |
  
-† Found in the [[:Contingency Plan]] DLC. +[icon:CP] Found in the [[:Contingency Plan]] DLC. 
- +</WRAP>
-The following melee weapons are unique to particular agents: +
- +
-^          ^ Weapon ^  Resale value ([[:credits|CR]])  ^  Cost to use  ^  Damage  ^  Armor piercing +
-| {{volt_disruptor.png?64}} | [[Volt Disruptor#Nika's Volt Disruptor]] |  250  |  2 PWR  |  2 KO  |  ---  | +
-| {{neural_disruptor.png?64}} | [[Neural Disruptor#Salvaged Disruptor]] |  150  |  5 turn cooldown  |  2 KO  |  ---  |+
  
 ===== Ranged weapons ===== ===== Ranged weapons =====
  
-~~CLEARFLOAT~~ +<WRAP bigtable> 
-^ ^ Weapon  ^  Value ([[:credits|CR]])  ^  Cost to use  ^  Damage  ^  Armor piercing +^ ^ Weapon  ^  Value \\ ([[:credits|CR]])  ^  Cost to use  ^  Damage  ^  Armor \\ piercing  ^ Description 
-| {{dart.png?64}}       | [[Biogenic DART]] |  1200  |  7 turn cooldown  |  2 KO  |  2  | +| {{dart.png?50}}       | [[Biogenic DART]] |  1200  |  7 turn cooldown  |  2 KO  |  2  
-| {{rifle.png?64}}      | [[Cooker]]        |  700    Ammo (max 1)  |  Lethal  |  1  | +| {{rifle.png?50}}      | [[Cooker]]        |  700    Ammo (max 1)  |  Lethal  |  1  
-| {{rifle.png?64}}      | [[Drilling DART]] |  950    Ammo (max 2)  |  3 KO  |  1  | +| {{rifle.png?50}}      | [[Drilling DART]] |  950    Ammo (max 2)  |  3 KO  |  1  
-| {{flurry_gun.png?64}} | [[Flurry Gun]]    |  1250  |  Usable for one turn per mission,\\ 4 PWR per attack   Lethal  |  2  | +| {{flurry_gun.png?50}} | [[Flurry Gun]]    |  1250  |  4 PWR  |  Lethal  |  2  | Usable for only one turn per mission. 
-| {{pistol.png?64}}     | [[Hand Cannon]]    900    Ammo (max 3)  |  Lethal  |  ---  | +| {{pistol.png?50}}     | [[Hand Cannon]]    900    Ammo (max 3)  |  Lethal  |  ---  
-| {{rifle.png?64}}      | [[K&O's 'Lance' Rifle]]† |  1500  |  Ammo (max 1), \\ -2 AP to carrier   Lethal  |  5  | +| {{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?64}}      | [[Mono Molecular Rail Gun]]† |  1200  |  Ammo (max 2), \\ -2 AP to carrier   5 KO  |  4  | +| {{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?64}}       | [[Neural DART]]    450    Ammo (max 2)  |  2 KO  |  ---  | +| {{dart.png?50}}       | [[Neural DART]]    450    Ammo (max 2)  |  2 KO  |  ---  
-| {{pistol.png?64}}     | [[Plasma Gun]]    |  300    Ammo (max 1)  |  Lethal  |  ---  | +| {{pistol.png?50}}     | [[Plasma Gun]]    |  300    Ammo (max 1)  |  Lethal  |  ---  
-| {{dart.png?64}}       | [[Riot DART]]      900    Ammo (max 3)  |  2 KO  |  ---  | +| {{dart.png?50}}       | [[Riot DART]]      900    Ammo (max 3)  |  2 KO  |  ---  
-| {{tag_pistol.png?64}} | [[TAG Pistol]]    |  300    1 PWR  |  [[:TAGs]] target  |  Ignores armor  |+| {{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]]. |
  
-† Found in the [[:Contingency Plan]] DLC.+[icon:CP] Found in the [[:Contingency Plan]] DLC. 
 +</WRAP>
  
-The following ranged weapons are unique to particular agents:+===== Unique weapons =====
  
-~~CLEARFLOAT~~ +The following weapons are unique to particular [[:agents:]]:
-^          ^ Weapon ^  Resale value ([[:credits|CR]])  ^  Cost to use  ^  Damage  ^  Armor piercing +
-| {{rifle.png?64}} | [[Desert Wind]] |  300    Ammo (max 2)  |  Lethal  |  1  | +
-| {{dart.png?64}} | [[Overclocked Neural DART]] |  300    8 turn cooldown  |  2 KO  |  3  | +
-| {{revolver.png?64}} | [[Refurbished Revolver]] |  0    Ammo (max 6),\\ not reloadable  |  Lethal  |  ---  |+
  
 +<WRAP bigtable>
 +^          ^ 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. |
 +</WRAP>
  
 {{tag>incomplete}} {{tag>incomplete}}
- 
  
weapons/index.1592260786.txt.gz · Last modified: 2020/06/15 22:39 by andrew