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weapons:index [2020/06/23 12:13] magnificentophatweapons:index [2023/02/02 20:31] (current) – a -> at miteusz
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 [[: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. 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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 | :::                      | [[Neural Disruptor II]] |  700  |  3 turn cooldown  |  2 KO  |  1  | | | :::                      | [[Neural Disruptor II]] |  700  |  3 turn cooldown  |  2 KO  |  1  | |
 | :::                      | [[Neural Disruptor III]] |  900  |  4 turn cooldown  |  3 KO  |  2  | | | :::                      | [[Neural Disruptor III]] |  900  |  4 turn cooldown  |  3 KO  |  2  | |
-| :::                      | [[Neural Disruptor IV]]† |  1100  |  1 [[:tiers#tier IV items|charge]] per mission, \\ 4 turn cooldown      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?50}} | [[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 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 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 IV]]† |  1100  |  1 [[:tiers#tier IV items|charge]] per mission, \\ 1 PWR per armor,     \\     4 turn cooldown      |  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?50}} | [[Volt Disruptor I]] |  500  |  3 PWR  |  2 KO  |  ---  | | | {{volt_disruptor.png?50}} | [[Volt Disruptor I]] |  500  |  3 PWR  |  2 KO  |  ---  | |
 | :::                      | [[Volt Disruptor II]] |  700  |  4 PWR  |  2 KO  |  1  | | | :::                      | [[Volt Disruptor II]] |  700  |  4 PWR  |  2 KO  |  1  | |
 | :::                      | [[Volt Disruptor III]] |  900  |  5 PWR  |  3 KO  |  2  | | | :::                      | [[Volt Disruptor III]] |  900  |  5 PWR  |  3 KO  |  2  | |
-| :::                      | [[Volt Disruptor IV]]† |  1100  |  1 [[:tiers#tier IV items|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> </WRAP>
  
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 | {{flurry_gun.png?50}} | [[Flurry Gun]]    |  1250  |  4 PWR  |  Lethal  |  2  | Usable for only one turn per mission. | | {{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  |  ---  | | | {{pistol.png?50}}     | [[Hand Cannon]]    900    Ammo (max 3)  |  Lethal  |  ---  | |
-| {{rifle.png?50}}      | [[K&O's 'Lance' Rifle]]† |  1500  |  Ammo (max 1)  |  Lethal  |  5  | [[:Encumbered|Encumbers]] the agent carrying it with a -2\ [[:AP]] penalty. | +| {{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]]† |  1200  |  Ammo (max 2)  |  5 KO  |  4  | [[:Encumbered|Encumbers]] the agent carrying 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  |  ---  | | | {{dart.png?50}}       | [[Neural DART]]    450    Ammo (max 2)  |  2 KO  |  ---  | |
 | {{pistol.png?50}}     | [[Plasma Gun]]    |  300    Ammo (max 1)  |  Lethal  |  ---  | | | {{pistol.png?50}}     | [[Plasma Gun]]    |  300    Ammo (max 1)  |  Lethal  |  ---  | |
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 | {{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]]. | | {{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> </WRAP>
  
weapons/index.1592914406.txt.gz · Last modified: 2020/06/23 12:13 by magnificentophat