SS2 weapons list

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Tags: °weapon °SS2
You can access some of this information within the game by Ctrl-clicking weapons or other objects in your inventory or using the question mark button.


Wrench



A multi-purpose tool generally used for engineering purposes.  However, it makes an effective makeshift weapon. "When you hit someone over the head with 22 pounds of steel, they tend not to appreciate it" - Taz Amanpour, VB Maintenance Crew. The wrench does not require any weapons skill to use.



BlackOps PSI-Amp



Developed by Esper Industries, a critical branch of TriOps military
R&D division, this controversial device allows psionically able individuals to amplify and project their powers into the world. Before the development of the Psi Amp, Psi powers were mostly only detectable in a lab environment. The Amp contains and inhibits the normal diffusion problems inherent in Psi phenomena. The amp also allows the user to effectively channel their innate Psi powers to a number of proscribed effects. This device caused a furor in the Psi community, primarily because of its obvious military applications, but also because of the Amps tendency to define Psionic "disciplines" along a few specific (and generally utilitarian) axes.


Pistol



Developed by TriOptimum's military division, the Talon M2A3 .45 caliber pistol is a standard issue sidearm provided to all UNN military personnel. After 23 years in service, the weapon has been designed to accept a number of kinds of ammunition, including the standard steel-jacketed rounds, uranium tipped armor piercing rounds and even a slug injected with a compressed napalm mixture.

Skill Requirement: 1 Standard Weapons
Base damage (Standard Rounds): 4 Standard Impact
Base damage (Armour Piercing Rounds): 4 Armour Piercing
Base damage (Anti-Personnel Rounds): 4 High Explosive
Clip size: 12
Firing rate: 500ms / 700ms (burst)

First modification:
- Add 12 to clip size
- Multiply damage by 1.10
Second modification:
- Divide reload time by 3
- Multiply damage by 1.14


Shotgun



The shotgun requires a Standard Weapons skill of 3 in order to use. Both modifications to the shotgun increase damage - the first also reduces reload time, while the second reduces kickback. Shotguns in the military had generally gone out of favor until TriOp consumer division introduced a handheld version of this 10 gauge monster. While it works like a traditional (albeit incredibly deadly) shotgun, this magazine loaded behemoth also supports a triple load shot, which has been known to split its victims in two. A few months after its introduction, its popularity with hunters and other weapons enthusiasts prompted a large scale purchase of the guns by the UNN military.

Skill Requirement: 3 Standard Weapons
Base damage (Rifled Slugs): 8 Standard Impact
Base damage (Rifled Slug, Triple Shot): 16 Standard Impact
Base damage (Anti-personnel shells): 6x1 High Explosive
Base damage (Anti-personnel shells, Triple Shot): 6x2 High Explosive
Ammo usage: 1
Ammo usage (Triple shot): 3
Clip size: 12
Firing rate: 1000ms

First modification:
- Divide reload time by 3
- Multiply damage by 1.10
Second modification:
- Reduce kickback by 3 (divide all kickback amounts by 3)
- Reduce jolt by 3 (divide all jolt amounts by 3)
- Multiply damage by 1.14


Assault Rifle



The assault rifle requires a strength of 2 and a Standard Weapons skill of 6 in order to use. Uses the same ammunition as a Pistol, but has a bigger clip and does 25% more damage. Both modifications to the Assault Rifle increase the damage - the first mod reduces reload time, and the second mod increases the clip size. Well-loved by grunts everywhere, the M-22 Assault Rifle is a good entry into the world of automatic rifles. Rapid-fire keeps vulnerable enemies down and the single shot mode is good for accuracy. Armor penetration and damage potential are both moderate. When used for heavy automatic fire, the aim point tends to wander fairly far. The design by committee nature of the unit, however, has led to some questions regarding its reliability. "When the rail launcher rounds were spent, when the auto-mines were bypassed, when the neuron acceleration field was neutralized, the men still had their M-22's and their gunpowder. And, by God, they used them to good effect." - Capt. Edward Diego, commenting on the defense of Boston Harbor.

First modification:
- Divide reload time by 3
- Multiply damage by 1.1
Second modification:
- Increase clip size by 36
- Multiply damage by 1.14


Laser Pistol



The laser pistol requires an Energy Weapons skill of 1. The first modification to this weapon increases the energy capacity, while the second reduces the energy consumption - both modifications increase the damage. The deadlier cousin of the Sparq Pistol, the Apollo H4 Laser Pistol relies on refracted light instead of electricity to damage its target. While it has a fairly large battery, the weapon must be replenished at a recharge station. The overcharge setting can be used to get out of a tight spot, but puts an inordinate strain on the unit's energy supply.

First modification:
- Increase clip size by 50
- Multiply damage by 1.1
Second modification:
- Reduce ammo usage for normal shot to 2
- Reduce ammo usage for overload shot to 14
- Multiply damage by 1.14


Laser Rapier



A brutally effective melee weapon, the laser rapier requires an Agility of 3 and an Energy Weapons skill of 4 in order to use. Far more effective than the prototype model first developed on Citadel Station in 2072, the Mark IV laser rapier is a much more reliable piece of technology. The unit works by projecting a porous field of reflective material in a shaft shaped region around the base of the rapier. When the material is bent (as when the rapier strikes a target) the intense refracted light inside is released locally, causing intense burns to the target. "That's right, just like the one the Hacker used on Citadel Station! We're the only one in town who's got `em! Only 40 nanites!" - Street vendor selling Laser Rapier replicas in New Detroit.


Electro Magnetic Pulse Rifle



The EMP rifle requires an Energy Weapons skill of 6. The first modification to this weapon increases its energy capacity, while the second increases the speed of a shot and reduces energy consumption. Additionally, both modifications increase the weapon's damage. "When the first atomic weapons were tested in the middle of the 20th century, it was noted that not only did the weapons themselves do catastrophic damage, the electro-magnetic pulse they released coincident with the blast effectively neutralized most electronic devices for miles. Once this pulse was isolated, one could cultivate its benefits without the unpleasantness inherent in a nuclear fireball." - Dr. Edward Chung, Chief Technological Officer, TriOptimum Research.

First modification:
- Increase clip size by 50
- Multiply damage by 1.1
Second modification:
- Multiply projectile speed by 1.5
- Divide ammo usage by 2
- Multiply damage by 1.14


Grenade Launcher



The grenade launcher requires a Heavy Weapons skill of 1 in order to use. The first modification to this weapon increases the clip size, while the second increases the speed of the grenades and reduces the reload time. Additionally, both modifications increase weapon damage. The TC-11 "Brick" can launch a wide variety of ordnance, from standard high-explosive, to proximity detection rounds, EMP, or white phosphorous incendiary. Creative souls have been know to jury rig other types of ammo. Unlike the earlier generations of launchers, The M-48 utilizes a reverse polarization magnetic launching mechanism instead of compressed gas.

First modification:
- Increase clip size by 3
- Increase damage multiplier by 1.00 (+100%)
Second modification:
- Multiply projectile speed by 1.5
- Divide reload time by 3
- Multiply damage by 1.14


Stasis Field Generator



The stasis field generator requires a Strength of 3 and a Heavy Weapons skill of 3. The first modification increases the speed of the shot by 50%, while the second modification reduces ammo consumption. An experimental device, originally developed as an effective, non narcotic method to both tranquilize and immobilize patients undergoing major medical procedures. However, the military and security utility quickly became apparent to the TriOptimum executive corps. The generator can essentially freeze a target in place for a variable period of time. However, the stasis field uses a lot of power and its effect greatly decreases with distance.

First modification:
- Multiply projectile speed by 2
Second modification:
- Divide ammo usage by 2


Fusion Cannon



The fusion cannon requires a Strength of 4 and a Heavy Weapons skill of 6. Both modifications will increase weapon damage. The first modification also increases clip size, and the second also reduces ammo consumption. "Early experimentation with atomic fusion yielded disappointing and potentially dangerous results. However, scientific tolerances were considerably lower in the UNN military specifications, so TriOp rushed headlong into production on these god-forsaken devices. Is fusion weaponry incredibly powerful? Of course it is. What is its long-term environmental impact? I have absolutely no idea." - Dr. Marie Delacroix, VB Chief Engineer.

First modification:
- Increase clip size by 40
- Multiply damage by 1.1
Second modification:
- Divide ammo usage by 2
- Multiply damage by 1.14


Crystal Shard



A very dangerous hand-to-hand weapon. It requires an Exotic Weapons skill of 1 in order to wield. The crystal's amazing sharpness makes it a very dangerous hand-to-hand weapon.


Viral Proliferator



The viral proliferator requires an Exotic Weapons skill of 4. The first modification to this weapon increases the clip size, while the second reduces the ammo usage. Both modifications also increase weapon damage. This weapon releases a host of anti-annelid virus in an explosive radius. The virus can be tailored to affect pure annelids, or humans and human/annelid hybrids. Press and hold down the trigger to fire - when you release the trigger, the viral payload will detonate. Don't let it detonate too close to you when it's set to affect humans!

First modification:
- Increase clip size by 10
- Multiply damage by 1.1
Second modification:
- Divide ammo usage by 2
- Multiply damage by 1.14


Annelid Worm Launcher



The annelid launcher requires a Strength of 3, an Agilty of 3, and an Exotic Weapons skill of 6. The first modification to this device increases the clip size, while the second doubles projectile speed. Additionally, both modifications increase weapon damage. This device uses annelid worms for ammunition, which must be collected in beakers. The weapon may be set to damage either pure annelid creatures, or human/hybrid creatures.

First modification:
- Increase clip size by 10
- Multiply damage by 1.1
Second modification:
- Multiply projectile speed by 2
- Multiply damage by 1.14


This information has been gathered by Adam from timmymagic.com and Nameless Voice.
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Nameless VoiceQuote
Damage statistics probably need a "Damage at max skill", too, since the base pistol damage is 4.00 and the base AR damage is 10.00, but at skill six the actual values are 7.00 and 10.00.
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KolyaQuote
The AR doesn't get any skill improvements? ... Oh right, skill requirement is 6 for the AR if one isn't playing adaob.
Anyway, I think "skill requirement" + "additional damage per skill level" would help people to calculate exactly what damage their weapon does at any time.

I didn't get these values that you added for the shotgun (Thanks!):
"6x1 High Explosive" and "6x2 High Explosive"
|-> What's being multiplied here? :)

"Reduce kickback by 3 (divide all kickback amounts by 3)" and "Reduce jolt by 3 (divide all jolt amounts by 3)"
|-> I didn't know there exists "Jolt" besides "Kickback"... Is Jolt the horizontal deflection and Kickback is vertical?
This sounds as if there are several kickback (and jolt) amounts for the shotgun. Does that mean different shot types (tripleshot)?
And these amounts are divided by 3 which results in a reduction of 3? So the amount must have been ... 4.5 Heh, math.
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Nameless VoiceQuote
Damage increase for skill is always 15% per point of skill above the minimum requirement. I suppose that could be worked out into a table to show damage at each skill level.

The shotgun fires 6 pellets at 1 damage each. Or 2 damage for the triple-shot mode.

As for jolt and kickback... I don't know. What you said about horizontal / vertical sounds good...
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That "Triple Shot" is really a double shot, eh?
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