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weapons:index

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Weapons

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 a Nanofabricator or from Monst3r. Some weapons can only be found in a Secure Locker in a Security Dispatch mission, and some 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 changing which weapon(s) are equipped. The Courier and Prisoner cannot equip or use weapons. 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:

~~CLEARFLOAT~~

Weapon Value (CR) Cost to use Damage Armor piercing
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 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 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.

The following melee weapons are unique to particular agents:

Weapon Resale value (CR) Cost to use Damage Armor piercing
Nika's Volt Disruptor 250 2 PWR 2 KO
Salvaged Disruptor 150 5 turn cooldown 2 KO

Ranged weapons

~~CLEARFLOAT~~

Weapon Value (CR) Cost to use Damage Armor piercing
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 Usable for one turn per mission,
4 PWR per attack
Lethal 2
Hand Cannon 900 Ammo (max 3) Lethal
K&O's 'Lance' Rifle 1500 Ammo (max 1),
-2 AP to carrier
Lethal 5
Mono Molecular Rail Gun 1200 Ammo (max 2),
-2 AP to carrier
5 KO 4
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 TAGs target Ignores armor

† Found in the Contingency Plan DLC.

The following ranged weapons are unique to particular agents:

~~CLEARFLOAT~~

Weapon Resale value (CR) Cost to use Damage Armor piercing
Desert Wind 300 Ammo (max 2) Lethal 1
Overclocked Neural DART 300 8 turn cooldown 2 KO 3
Refurbished Revolver 0 Ammo (max 6),
not reloadable
Lethal
weapons/index.1592001583.txt.gz · Last modified: 2020/06/12 22:39 by andrew