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Melee Weapons

* Sell prices are half value prices
** Found only in Contingency Plan DLC

v1.1, Pre-release Melee Value* Effect Description
Neural Disrupter
Neural Disrupter I $500 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

KO's an enemy for 2 turns.
+1 Armor Piercing.
3 turn cooldown.

Neural disrupters replace a person's thoughts with sparkly lights for a limited time.
Neural Disrupter III $900 KO's an enemy for 3 turns.
+2 Armor Piercing.
4 turn cooldown.
Neural disrupters replace a person's thoughts with sparkly lights for a limited time.
Neural Disrupter IV** $1100 (missing text) Neural disrupters replace a person's thoughts with sparkly lights for a limited time.
(missing image) Thermal Disrupter I** $500 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** $700 KO's an enemy for 2 turns.
+2 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 III** $900 KO's an enemy for 3 turns.
+3 Armor Piercing.
Costs 2 PWR per Armor pierced.
4 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 IV** $1100 (missing text) PWR is surged into the target's armor in the form of heat, temporarily weakening it enough for the disrupter to do its work.
Power Disrupter
Volt Disrupter I $500 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 KO's an enemy for 2 turns.
+1 Armor Piercing.
Uses 4 PWR.
Volt disrupters channel PWR to disrupt the Noosphere around a target, incapacitating them for a time.
Volt Disrupter III $900

KO's an enemy for 3 turns.
+2 Armor Piercing.
Uses 5 PWR.

Volt disrupters channel PWR to disrupt the Noosphere around a target, incapacitating them for a time.
Volt Disrupter IV $1100

KO's an enemy for 5 turns.
+3 Armor Piercing.
Uses 5 PWR.

One use per mission.


Lethal Ranged Weapons

* Sell prices are half value prices
** Found only in Contingency Plan DLC

v1.1, Pre-release Pistol Value* Effect Description
Cooker $700

Ranged targets. Lethal damage.
+1 Armor Piercing.

The cooker bypasses even thicker armour by adding a negative counter-charge to the standard plasma bolt.
Flurry Gun $1250 Lethal damage, Infinite ammo.
Can only be fired for one turn per mission.
Consumes an agent's attack.
+2 Armor Piercing.
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 Ranged targets. 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.
(missing image) K&O "Lance" Rifle** $1500 Ranged targets. Lethal damage, 1 ammo.

+5 Armor Piercing.

One of Kelfried and Odin's top selling anti-armor combat weapon.
K&O Pistol $600 Ranged targets. Lethal damage. Even low-level corporate guards are issued advanced weaponry when working at high-value installations.
Plasma Gun $300 Ranged targets. Lethal damage. Modern corporate armour renders traditional firearms almost useless during infiltrations. Plasma guns launch bolts of super-heated plasma at a target, destroying both armour and flesh with brutal efficiency.


Non-lethal Ranged Weapons

* Sell prices are half value prices
** Found only in Contingency Plan DLC
*** Cooldown can be reduced with Charge Packs

v1.1, Pre-release D.A.R.T. Value* Effect Description
Biogenic D.A.R.T. $1200

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.
Drilling D.A.R.T. $950 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.
(missing image) Mono Molecular Rail Gun** $1200 KO's an enemy for 5 turns.

+4 Armor Piercing.

Heavy: Agent's AP reduced by 2

while carrying this.

Magazine size: 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

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

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

v1.1, Pre-release Grenade Value* Effect Cooldown Description
Flash Grenade
Flash Grenade $600 Stuns guards for 2 turns, 3 tile range.
One time use Sometimes old technology is still good technology.
Smoke Grenade
Smoke Grenade $300

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

v1.1, Pre-release Customs Value* Effect Description
Refurfished Revolver 6-6
Decker's
Refurbished Revolver
$0 Ranged targets. 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.
Monst3r's
Overclocked Neural DART
$600

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 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.
Shalem's
Desert Wind
$600 Lethal damage, +1 Armor Piercing. Shalem's personal rifle, which he used to great effect during his career as a licensed assassin.
Shalem's
Hand Cannon
$900 Ranged targets. 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 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 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.
X-Ray Rifle
[removed]
$1800 Ranged targets. Lethal damage. An experimental plasma weapon capable of tracking targets through walls.
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