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Melee Weapons[]

* Sell prices are half value prices.
The Contingency Plan = Contingency Plan DLC.

Icon Name Value* Effect Description
Neural Disrupter
Neural Disrupter I 500 CR
  • KO's an enemy for 2 turns.
  • 3 turn cooldown.
Neural disrupters replace a person's thoughts with sparkly lights for a limited time.
Neural Disrupter II 700 CR
  • KO's an enemy for 2 turns.
  • +1 Armor Piercing.
  • 3 turn cooldown.
Neural Disrupter III 900 CR
  • KO's an enemy for 3 turns.
  • +2 Armor Piercing.
  • 4 turn cooldown.
Neural Disrupter IV The Contingency Plan 1100 CR
  • KO's an enemy for 4 turns.
  • +3 Armor piercing.
  • 4 turn Cooldown.
  • 1 charge.  Each use of this item consumes a charge.
    Charges refill between missions.
    Use charge packs to refill during missions.
Thermal Disruptor
Thermal Disrupter I The Contingency Plan 500 CR
  • KO's an enemy for 1 turn.
  • +1 Armor Piercing.
  • Costs 2 PWR per Armor pierced.
  • 3 turn cooldown.
PWR is surged into the target's armor in the form of heat, temporarily weakening it enough for the disrupter to do its work.
Thermal Disrupter II The Contingency Plan 700 CR
  • KO's an enemy for 2 turns.
  • +2 Armor Piercing.
  • Costs 2 PWR per Armor pierced.
  • 3 turn cooldown.
Thermal Disrupter III The Contingency Plan 900 CR
  • KO's an enemy for 3 turns.
  • +3 Armor Piercing.
  • Costs 2 PWR per Armor pierced.
  • 4 turn cooldown.
Thermal Disrupter IV The Contingency Plan 1100 CR
  • KO's an enemy for 4 turns.
  • +4 Armor piercing.
  • Costs 1 PWR per armour pierced.
  • 4 turn Cooldown.
  • 1 charge.  Each use of this item consumes a charge.
    Charges refill between missions.
    Use charge packs to refill during missions.
Power Disrupter
Volt Disrupter I 500 CR
  • KO's an enemy for 2 turns.
  • Uses 3 PWR.
Volt disrupters channel PWR to disrupt the Noosphere around a target, incapacitating them for a time.
Volt Disrupter II 700 CR
  • KO's an enemy for 2 turns.
  • +1 Armor Piercing.
  • Uses 4 PWR.
Volt Disrupter III 900 CR
  • KO's an enemy for 3 turns.
  • +2 Armor Piercing.
  • Uses 5 PWR.
[Volt Disrupter IV The Contingency Plan 1100 CR
  • KO's an enemy for 5 turns.
  • +3 Armor Piercing.
  • Uses 5 PWR.
  • 1 charge.  Each use of this item consumes a charge.
    Charges refill between missions.
    Use charge packs to refill during missions.

Lethal Ranged Weapons[]

* Sell prices are half value prices.
The Contingency Plan = Contingency Plan DLC.

Icon Name Value* Effect Description
Icon-item gun rifle
Cooker 700 CR
  • 1 ammo.
  • Lethal damage.
  • 1 Armor Piercing.
The cooker bypasses even thicker armour by adding a negative counter-charge to the standard plasma bolt.
Icon-item gun smg
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.
Icon-item gun pistol
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.
Icon-item gun rifle
K&O "Lance" Rifle The Contingency Plan 1500 CR
  • 1 ammo.
  • Lethal damage.
  • +5 Armor Piercing.
One of Kelfried and Odin's top selling anti-armor combat weapons.
Icon-item gun pistol
K&O Pistol 600 CR
  • 3 ammo.
  • Lethal damage.
Even low-level corporate guards are issued advanced weaponry when working at high-value installations.
Icon-item gun pistol
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.

Non-lethal Ranged Weapons[]

* Sell prices are half value prices.
The Contingency Plan = Contingency Plan DLC.

Icon Name  Value*      Effect Description
Icon-item gun dart
Biogenic D.A.R.T. 1200 CR
  • Unlimited ammo.
  • KO's an enemy for 2 turns.
  • +2 armor piercing.
  • 7 turn cooldown.
A small bioreactor recharges this D.A.R.T. launcher after every use. Do not open - contains no user-serviceable parts.
Icon-item gun rifle
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.
Icon-item gun rifle
Mono Molecular Rail Gun The Contingency Plan 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.
Icon-item gun dart
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.
Icon-item gun dart
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
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
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.

Special Unique Weapons[]

* Sell prices are half value prices

Icon Name  Value*   Effect Description
Refurfished Revolver 6-6
Decker's
Refurbished Revolver
0 CR
  • 6 ammo.
  • Lethal damage.
  • Cannot reload.
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.
Icon-item gun dart
Monst3r's
Overclocked Neural DART
600 CR

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.
Power Disrupter
Nika's
Volt Disrupter
500 CR
  • KO's an enemy for 2 turns.
  • Uses 2 PWR.
Nika carves a notch out of her Disrupter each time she takes down someone with it. It's gotten noticeably lighter over the years.
Icon-item gun rifle
Shalem's
Desert Wind
600 CR
  • 2 ammo.
  • Lethal damage
  • +1 Armor Piercing.
Shalem's personal rifle, which he used to great effect during his career as a licensed assassin.
Icon-item gun pistol
Shalem's
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.
Neural Disrupter
Shalem's Salvaged
Neural Disrupter
300 CR
  • KO's an enemy for 2 turns.
  • 5 turn Cooldown.
Shalem's personal neural disruptor isn't even particularly nice, but he keeps it around for sentimental reasons.
TAG Pistol
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.
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