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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 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. |
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. | |
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. |
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. 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. |
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. |
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 | $600 | Stuns guards for 2 turns, 3 tile range. |
One time use | Sometimes old technology is still good technology. | |
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 |
---|---|---|---|---|
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. |
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. | |
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. | |
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 | $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. |