The cooker bypasses even thicker armour by adding a negative counter-charge to the standard plasma bolt.
Flurry Gun
1250 CR
Unlimited ammo.
Lethal damage.
Can only be fired for one turn per mission.
+2 Armor Piercing.
Uses 4 PWR.
The Flurry is built around a hand-held nuclear reactor. When activated, the reactor goes critical, producing enough energy in a short time for practically unlimited plasma shots. Cooling rods snap into place after the burst, preventing a meltdown but rendering the gun inert until it can be serviced outside of the field.
Hand Cannon
900 CR
3 ammo.
Lethal damage.
Originally developed as a sidearm for government troops during the Resource Wars, the Hand Cannon has found a second life in the black markets of the post-government age.
K&O "Lance" Rifle
1500 CR
1 ammo.
Lethal damage.
+5 Armor Piercing.
One of Kelfried and Odin's top selling anti-armor combat weapons.
K&O Pistol
600 CR
3 ammo.
Lethal damage.
Even low-level corporate guards are issued advanced weaponry when working at high-value installations.
Plasma Gun
300 CR
1 ammo.
Lethal damage.
Corporate HVAC systems detect the gunpowder in traditional firearms instantly, making them useless during infiltrations. Plasma weapons may have limited ammo and a high credit cost, but at least they don't broadcast your position to the entire facility when you take them out of your pocket.
A small bioreactor recharges this D.A.R.T. launcher after every use. Do not open - contains no user-serviceable parts.
Drilling D.A.R.T.
950 CR
2 ammo.
KO's an enemy for 3 turns.
+1 Armor Piercing.
Tiny servomotors propel the syringe deep within the target's tissue before delivering its payload, resulting in a more effective drug delivery.
Mono Molecular Rail Gun
1200 CR
2 ammo.
KO's an enemy for 5 turns.
+4 Armor Piercing.
Heavy: Agent's AP reduced by 2.
Electro magnets hurl a molecule size toxic projectile into a target. Due to size of the impact point and velocity, even advanced armors provide no defence.
Neural D.A.R.T.
450 CR
2 ammo.
KO's an enemy for 2 turns.
A small, propelled shot delivers a knockout toxin to an unarmored target over a long range. Quiet and effective, but it can be awkward when the target comes to their senses.
R.I.O.T. D.A.R.T.
900 CR
3 ammo.
KO's an enemy for 3 turns.
A modified reservoir holds more toxin for additional shots. Used by corporate security forces doing crowd control.
Grenades[]
* Sell prices are half value prices
Icon
Name
Value*
Effect
Cooldown
Description
Flash Grenade
600 CR
Disposable - this item has 1 use.
Stuns guards for 2 turns, 3 tile range.
Ignores armour.
One time use
Sometimes old technology is still good technology.
Smoke Grenade
300 CR
Disposable - this item has 1 use.
Create a cloud of smoke, 3 tile range.
Prevents view within cloud.
One time use
Sometimes a quick exit is all you need. Create a cloud of smoke that occludes enemy vision.
An old revolver that has been extensively refurbished to work nearly as well as modern plasma gun. Each bullet is an irreplacable hand-made plasma composite.
KO's an enemy for 2 turns. +3 Armor Piercing. Spawns a Daemon after use. 8 turn cooldown.
There's no counting the number of hackers that have fried themselves with an overclocked energy gun. Monst3r's successful re-wiring has never been repeated.
Originally developed as a sidearm for government troops during the Resource Wars, the Hand Cannon has found a second life in the black markets of the post-government age.
Shalem's personal neural disruptor isn't even particularly nice, but he keeps it around for sentimental reasons.
TAG Pistol
300 CR
Unlimited ammo.
Tags a guard.
Uses 1 PWR.
Launches an undetectable microdrone that continuously transmits geolocational telemetry to a central server via quantum entanglement and shows a guards partol paths for the duration of the mission.