System Shock Weapons and Ammo

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Weapon and ammo stats are from the System Shock: I.C.E. Breaker hintbook, published by Origin in 1994. Weapon descriptions are from the System Shock: Terminal Access game manual.

Please email me at kmh@frickbat.com if you have any questions/comments.


Lead Pipe

Lead Pipe

All TriOptimum security personnel are trained in the use of clubs, pipes and similar instruments.

Ammo:n/a
  
Damage Per Hit15
Armor Penetration40
Offense Value3
Attack TypeMelee

TS-04 Laser Rapier

TS-04 Laser Rapier

This energized lance projects a monofilament thread that is suspended in a contained energy field. Upon contact, the thread slices through organic and synthetic materials, permanently disabling most creatures and robots. The rapier is usually carried only by senior security officers and military commanders.

Ammo:n/a
  
Damage Per Hit200
Armor Penetration80
Offense Value5
Attack TypeMelee Energy

ML-41 Minipistol

ML-41 Minipistol

Designed primarily as a defensive weapon, this minipistol is standard issue for TriOptimum executives.

Ammo: 
MLStandardRounds20 Standard rounds (poor stopping power, moderate accuracy)
MLTeflonCoatedRounds20 Teflon-Coated Rounds (enhanced armor penetration)
  
OperationSemi-automatic
Damage Per HitStandard - 20; Teflon - 30
Armor PenetrationStandard - 20; Teflon - 30
Offense ValueStandard - 2; Teflon - 3
Attack TypeProjectile

SV-23 Dart Pistol

SV-23 Dart Pistol

This gun provides excellent control of laboratory animals, delivering an explosive bite or a paralyzing neurotoxin.

Ammo: 
SVNeedleDarts15 Needle packs (micro-explosives embedded in needle housing)
SVTranqDarts15 Tranq needles (paralyzing neurotoxin in needle housing)
  
OperationSemi-automatic
Damage Per HitNeedle - 15; Tranq - 5
Armor PenetrationNeedle - 6; Tranq - 0
Offense ValueNeedle - 2; Tranq - 3
Attack TypeProjectile

Magnum 2100

Magnum 2100

Standard issue for TriOptimum security officers, this pistol is a preferred offensive tool in confined spaces. Rounds are designed for high damage.

Ammo: 
HollowTip2100Clip12 Hollow-tip rounds (fragment inside soft targets)
HeavySlug2100Clip12 Heavy slug rounds (high-density osmium slug)
  
OperationSemi-automatic
Damage Per HitHollow - 60; Heavy - 85
Armor PenetrationHollow - 30; Heavy - 25
Offense ValueHollow - 4; Heavy - 5
Attack TypeProjectile

AM-27 Flechette

AM-27 Flechette

Favored among TriOptimum security officers, this 6mm submachine gun fires needle-like ammunition.

Ammo: 
AMHornetClip60 Hornets (sharp, single-body pellets)
AMSplinterClip60 Splinters (multi-part slugs that splinter inside soft targets)
  
OperationAutomatic
Damage Per HitHornet - 10; Splinter - 22
Armor PenetrationHornet - 35; Splinter - 32
Offense ValueHornet - 2; Splinter - 3
Attack TypeProjectile

RF-07 Skorpion

RF-07 Skorpion

The RF-07 is a 9mm submachine gun similar to the flechette, but larger, with heavier ammunition. This is the most powerful weapon in the standard TriOptimum security arsenal.

Ammo: 
RFSlagClip50 Slags (heavy, super-heated slugs)
RFLargeSlagClip100 Large Slag Clips (slag rounds in a larger magazine)
  
OperationAutomatic
Damage Per Hit35
Armor Penetration40
Offense Value2
Attack TypeProjectile

MARK III Assault Rifle

MARK III Assault Rifle

This full-sized combat rifle is based on the 2064 Interlocutor KR-5.

Ammo: 
Mark3MagnesiumTipShells10 Magnesium tips (caseless, caustic slug that maximizes wound damage)
Mark3PenetratorShells8 Penetrators (high-power rounds that can penetrate 20mm steel armor)
  
OperationSemi-automatic
Damage Per HitMagnesium - 75; Penetrator - 160
Armor PenetrationMagnesium - 50; Penetrator - 70
Offense ValueMagnesium - 4; Penetrator - 5
Attack TypeProjectile

DC-05 Riot Gun

DC-05 Riot Gun

For riot situations, this weapon provides maximum knock-back with minimal damage (recommended for neutralizing less-dangerous targets).

Ammo: 
DCRubberSlugs20 Rubber slugs
  
OperationManual repeating, pump action
Damage Per Hit6
Armor Penetration0
Offense Value2
Attack TypeProjectile

MM-76 Accelerator Rail Gun

MM-76 Accelerator Rail Gun

This heavy assault weapon propels a grenade-like projectile that explodes on contact and is capable of penetrating heavy armor.

Ammo: 
MMRailClip12-count Rail gun clip (heavy armor penetration and fragmentation damage)
  
OperationSemi-automatic, slow projectile
Damage Per Hit200
Armor Penetration35
Offense Value6
Attack TypeProjectile

SB-20 Mag-Pulse Rifle

SB-20 Mag-Pulse Rifle

The intense electromagnetic bursts from this rifle damage any shielded circuitry. It is the recommended means of deactivating malfunctioning combat robots.

Ammo: 
SBMagPulseCart25-count Mag-Pulse Cartridge
  
OperationSemi-automatic, slow projectile
Damage Per Hit45
Armor Penetration100
Offense Value4
Attack TypeMagnetic

Sparqbeam Sidearm

Sparqbeam Sidearm

Although meant as a personal defense device, the sparqbeam generates a respectable offensive blast at higher settings.

Ammo:Internal Energy
  
OperationElectron Burst
Damage Per BlastLow - 6; High - 36; Overload - 60
Energy Usage Per BlastLow - 2V; High - 8V; Overload - 24V
Armor Penetration25
Offense Value3
Attack TypeEnergy Beam

DH-07 Stun Gun

DH-07 Stun Gun

This gun throws a weak plasma projectile at a target, discharging an arc that registers 10 kV to stun living creatures and damage cyborgs.

Ammo:Internal Energy
  
OperationLow intensity, concentric energy burst
Damage Per BlastLow - 2; High - 15
Energy Usage Per BlastLow - 3V; High - 30V
Armor Penetration0
Offense Value3
Attack TypeProjectile Energy Beam

ER-90 Blaster

ER-90 Blaster

This new laser weapon fires a pulse of high-energy ultraviolet light. The built-in liquid nitrogen cooling system allows for high-intensity damage.

Ammo:Internal Energy
  
OperationSingle-pulse ultraviolet ray
Damage Per BlastLow - 12; High - 70; Overload - 115
Energy Usage Per BlastLow - 3V; High - 15V; Overload - 50V
Armor Penetration25
Offense Value4
Attack TypeEnergy Beam

RW-45 Ion Rifle

RW-45 Ion Rifle

Prototypes of this advanced energy beam gun evolved from late-model beam sidearms. It delivers a powerful stream of ionic particles with more force than normal blaster guns.

Ammo:Internal Energy
  
OperationParticle beam burst
Damage Per BlastLow - 18; High - 108; Overload - 180
Energy Usage Per BlastLow - 5V; High - 30V; Overload - 100V
Armor Penetration35
Offense Value6
Attack TypeEnergy Beam

LG-XX Plasma Rifle

LG-XX Plasma Rifle

No description available.

Ammo:Internal Energy
  
OperationRefracting plasma projectile
Damage Per BlastLow - 35; High - 350
Energy Usage Per BlastLow - 13V; High - 130V
Armor Penetration0
Offense Value3
Attack TypeProjectile Energy Beam


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