Large caliber hand gun. Medium range projectile weapon. Very cheap gun that is easily outclassed but useful as a backup weapon. It is free to buy and reload.
Cost: 0 |
Pump action shotgun with a large spread of shells. Does more damage than the UZI, but let down by its lack of effective range. Even Pistol has a greater range. At close combat, however, this can inflict real hurt.
Cost: 250 |
A short range weapon, that fires a small dose of chemical, which renders the target totally open to suggestion. When hit, victims lose all free will, and follow the agent who fired. Civilians are always open to persuasion, and you need to persuade varying numbers of civilians before the Persuadertron has any effect on guards, police or enemy agents. Also, the effects of the Persuadertron are multiplied depending upon the version brain installed in the cyborg using it.
Cost: 5000 |
A small pack that contains everything required for minor field surgery. It restores a single agent's health immediately with help of intelligent nanobots. The amount of nanobots is just enought for one use.
Cost: 500 |
Produces a stream of ignited jelly that sticks to targets and burns. Very short range but devastating. An effective anti-vehicle weapon or for close crowd clearance. Large ammunition amount makes this weapon perfect for guarding a building entrance. It can also fire through doors, windows and fences. It is quite heavy, don't use it without mods.
Cost: 1500 |
9mm automatic hand gun. Fast rate of fire and larger range than Pistol or Shotgun. Plenty of ammunition and a relatively low cost make this weapon the mainstay of any offensive force. Being quite light, can be carried even by unmodified agent.
Cost: 750 |
IFF scanner with energy detectors, allows quicker detection of possible threats or items of equipment in the area. When carried, this item displays all the people, vehicles and equipment in the surrounding area. Mission objectives are pinpointed by an identifier beam and emit a coded signal detectable by the scanner. Greatly increases the in-game minimap range.
Cost: 400 |
Motor driven multi-barreled machine gun. Devastating rate of fire and a decent range make this an ideal support weapon for any squad. However, any unmodified agent attempting to carry more than one of these may encounter problems with the huge weight involved. Has a lot of ammo and is relatively cheap.
Cost: 10 000 |
High powered explosive that comes complete with timer and detonator. Explodes after a set time period devastating the surrounding area. The explosive is not quite powerful enough to damage structures, but readily destroys people and vehicles. Just right-click the weapon icon on the active agent display, as if discarding a weapon, to drop the time bomb. Put it in strategic place and run away.
Cost: 25 000 |
Very long range, and extremely accurate high velocity rifle. A single shot weapon designed for picking off individual targets at a distance. Useful for assassination attempts and long range support fire. Has very limited ammunition.
Cost: 1000 |
Small rifle that turns enemies into ashes with high energy amplificated light. Uses stimulated emission effect to form a beam of high powered energy that cuts through its targets and anyone or anything foolish enough to get in the way. Extremely powerful with a very long range. Ideal anti-vehicle weapon and also effective for sniping. Any weapons carrying by victims are melted and destroyed too.
Cost: 35 000 |
Personal force field generator. Completely covers the individual with a protective force wall that can withstand all projectile weapons. This one won't protect you only from explosions. Due to the immense power drain, it has a limited life span. However, if switched off before completely exhaused, its energy slowly recharges.
Cost: 8 000 |
Plastic card that allows some security doors to be opened that would otherwise prevent access to restricted areas of the city. Also identifies the agent as a Police officer which diverts Police units.
Cost: 1000 |
Portable launcher with a supply of three rockets. The rockets themselves are long range high explosives, quite capable of destroying tanks or eliminating large groups of people. High range and devasting power makes this perfect weapon even for targets hidden in buildings or underground. The devasting effect is only limited by the ammunition amount.
Cost: 50 000 |
Another detailed weapons description is available on this site:
syndicate.acornarcade.com [internal copy]