INSILICO


Weapon & Item List


What isn't listed here is how much you get paid a month, how much it costs for drinks, a new jacket, that nice car you bought on the market place. Simply put there is no reason to keep track of every single thing under the sun. The resource system was designed for statistic changing purchases or large story changing investments. One other thing you might want to try to avoid is to translate actual credit prices with resource points. It will simply not work, this is a guideline and meant to be simple. Not to be over complicated or embellished with micro managing everything you buy or sell IC.

Certain advanced cybernetics and programs require a specific chassis, or computer in order to run properly. Make sure you purchase these perquisites before you purchase subsidiary installments.

(standard / advanced / premium)

Black Market
Street gear
Military
Exotic

Weapons & Items List
(Most Mission Loadouts consist of one primary weapon, one secondary weapon, one Armor and two tech)

Name / Range / Damage / Critical damage / Aim / Mobility / Ammo / Special / Cost
Shotgun / 30 (14) / 8-16 / 16-22 / 0 / 0 / 14 /

Pistols (Secondary Weapon)
Standard Brand Pistol / 30 / 4-8 / 8-12 / -10 / 0 / 6 / Small Arms / -
Pistol / 30 / 5-10 / 10-15 / -10 / 0 / 2 1 / Small Arms / 800c
Laser Pistol / 30 / 8-12 / 12-18 / -10 / 0 / 2 1 / Energy Weapons / 1200c
Plasma Pistol / 30 / 10-14 / 14-20 / -10 / 0 / 2 1 / Energy Weapons / 1800c
*Long range accuracy penalty without Gunslinger

Machine Pistols (Secondary Weapon)
Machine Pistol / 30 / 6-10 / 10-15 / -10 / 0 / 8 / Small Arms / 1000c
Heater / 30 / 6-10 / 10-15 / -3 / -1 / 8 / Small Arms / 1100c
Gauss Autopistol / 30 / 6-10 / 10-15 / -10 / -1 / 8 / Gauss Weapons / 1200c
Blaster / 30 / 8-12 / 12-18 / -10 / -1 / 9 / Energy Weapons / 1400c
Plasma Mauler / 30 / 10-14 / 14-22 / -10 / -1 / 9 / Energy Weapons / 1800c

SMGs (primary Weapon)
Standard Brand SMG / 30 / 4-6 / 8-10 / -10 / 0 / 10 / Small Arms / -
Submachine Gun / 30 / 4-8 / 8-10 / -10 / 3 / 10 / Small Arms / 1000c
Laser Shatterray / 30 / 6-10 / 10-14 / 7 / 3 / 10 / Energy Weapons / 1400c
Gauss Stuttergun / 30 / 8-12 / 12-18 / 0 / 3 / 10 / Gauss Weapons / 1800c
Pulse Stengun / 30 / 8-16 / 16-22 / 0 / 3 / 10 / Energy Weapons / 1800c
Plasma Stormgun / 30 / 10-18 / 18-24 / 0 / 3 / 10 / Energy Weapons / 2200c

Carbines (primary Weapon)
Assault Carbine / 30 / 4-8 / 8-10 / 7 / 1 / 20 / Ranged Weapons / 2400c
Laser Carbine / 30 / 6-10 / 10-14 / 15 / 1 / 20 / Energy Weapons / 2800c
Gauss Carbine / 30 / 8-12 / 12-18 / 7 / 1 / 20 / Gauss Weapons / 3000c
Pulse Carbine / 30 / 8-16 / 16-22 / 7 / 1 / 20 / Energy Weapons / 3200c
Plasma Carbine / 30 / 10-18 / 18-24 / 7 / 1 / 20 / Energy Weapons / 3200c

Assault Rifles (primary Weapon)
Standard Brand AR / 30 / 5-8 / 8-11 / 0 / 0 / 20 / Ranged Weapons / -
Assault Rifle / 30 / 6-10 / 10-14 / 0 / 0 / 30 / Ranged Weapons / 2600c
Laser Rifle / 30 / 8-12 / 12-18 / 7 / 0 / 30 / Energy Weapons / 3000c
Gauss Rifle / 30 / 8-16 / 16-22 / 0 / 0 / 30 / Gauss Weapons / 3200c
Pulse Rifle / 30 / 10-18 / 18-24 / 0 / 0 / 30 / Energy Weapons / 3600c
Plasma Rifle / 30 / 12-20 / 20-28 / 0 / 0 / 30 / Advanced Energy Weapons / 4200c

Battle Rifles (primary Weapon)
Battle Rifle / 30 / 8-12 / 12-18 / -15 / -1 / 40 / Heavy Weapons / 3000c
Heavy Laser Rifle / 30 / 8-16 / 16-22 / -8 / -1 / 40 / Advanced Energy Weapons / 4200c
Heavy Gauss Rifle / 30 / 10-18 / 18-24 / -15 / -1 / 50 / Advanced Gauss Weapons / 5000c
Heavy Pulse Rifle / 30 / 12-20 / 20-28 / -15 / -1 / 40 / Advanced Energy Weapons / 6000c
Heavy Plasma Rifle / 30 / 14-22 / 22-32 / -15 / -1 / 40 / Heavy Energy Weapons / 8000c

Shotguns (primary Weapon)
Standard Brand Shotgun / 30 (14) / 5-14 / 14-20 / 0 / 0 / 8 / Ranged Weapons / -
Shotgun / 30 (14) / 8-16 / 16-22 / 0 / 0 / 14 / Ranged Weapons / 3000c
Sawed-Off Shotgun / 3 / 8-16 / 16-22 / 0 / -1 / 2 / Small Arms / 2600c
Scatter Laser / 30 (14) / 10-18 / 18-24 / 7 / 0 / 10 / Advanced Energy Weapons / 4400c
Alloy Cannon / 30 (14) / 12-20 / 20-28 / 0 / 0 / 12 / Advanced Gauss Weapons / 8000c
Scatter Blaster / 30 (14) / 14-22 / 22-32 / 0 / 0 / 10 / Advanced Energy Weapons / 8200c
Reflex Cannon / 30 (14) / 14-26 / 26-36 / 0 / 0 / 10 / Advanced Energy Weapons / 10000c
*Long range accuracy penalty

Sniper Rifles (primary Weapon)
Standard Brand SR / 200 (30) / 6-10 / 10-14 / 0 / 0 / 8 / Long Ranged Weapons / -
Sniper Rifle / 200 (30) / 8-12 / 12-18 / 0 / -1 / 14 / Long Ranged Weapons / 4000c
Laser Sniper Rifle / 200 (30) / 8-16 / 16-22 / 7 / -1 / 10 / Long Ranged Weapons / 4200c
Gauss Sniper Rifle / 200 (30) / 10-18 / 18-24 / -10 / -2 / 10 / Advanced Gauss Weapons / 5200c
Pulse Sniper Rifle / 200 (30) / 12-20 / 20-28 / 0 / -1 / 10 / Advanced Energy Weapons / 5200c
Plasma Sniper Rifle / 200 (30) / 14-22 / 22-32 / 0 / -1 / 10 / Advanced Energy Weapons / 10000c
*Cannot fire after moving

Marksman Rifles (primary Weapon)
Marksman Rifle / 36 / 8-12 / 12-18 / 0 / 0 / 16 / Long Ranged Weapons / 4000c
Laser Strike Rifle / 36 / 8-16 / 16-22 / 7 / 0 / 10 / Advanced Energy Weapons / 4200c
Alloy Strike Rifle / 36 / 10-18 / 18-24 / 0 / 0 / 14 / Advanced Gauss Weapons / 5000c
Blaster Rifle / 36 / 12-20 / 20-28 / 0 / 0 / 10 / Advanced Energy Weapons / 5200c
Reflex Rifle / 36 / 14-22 / 22-32 / 0 / 0 / 10 / Advanced Energy Weapons / 9000c
*Accuracy penalty after moving

Squad Automatic Weapons (primary Weapon)
SAW / 30 / 8-12 / 12-18 / 0 / -1 / 50 / Heavy Weapons / 4000c
Autolaser / 30 / 8-16 / 16-22 / 7 / -1 / 60 / Heavy Energy Weapons / 4400c
Gauss Autorifle / 30 / 10-18 / 18-24 / 0 / -1 / 60 / Heavy Gauss Weapons / 5000c
Pulse Autoblaster / 30 / 12-20 / 20-28 / 0 / -1 / 50 / Heavy Energy Weapons / 5300c
Plasma Storm / 30 / 14-22 / 22-32 / 0 / -1 / 50 / Heavy Energy Weapons / 10000c

Light Machine Guns (primary Weapon)
LMG / 36 (30) / 8-16 / 16-22/ 0 / -2 / 80 / Heavy Weapons / 4000c
Gatling Laser / 36 (30) / 10-18 / 18-24 / 10 / -2 / 80 / Heavy Energy Weapons / 4400c
Gauss Machine Gun / 36 (30) / 12-20 / 20-28 / 0 / -2 / 80 / Heavy Energy Weapons / 5200c
Gatling Pulser / 36 (30) / 14-22 / 22-32 / 0 / -2 / 70 / Heavy Energy Weapons / 5200c
Plasma Sweeper / 36 (30) / 14-26 / 26-36 / 0 / -2 / 70 / Heavy Energy Weapons / 10000c
* Cannot fire after moving

Rocket Launchers (secondary Weapon)
Rocket Launcher / - / 8-20 / 20-28 / 0 / 0 / 1 / Heavy Weapons / 5000c
Recoilless Rifle / - / 12-24 / 24-32 / 0 / 0 / 1 / Advanced Gauss Weapons / 5000c
Blaster Launcher / - / 14-26 / 26-36 / 0 / 0 / 1 / Fusion Weapons / 12000c

Mecha Primary Weapons
Minigun / 36 (30) / 10-18 / 18-24 / 0 / 0 / 60 / Mecha / 4400c
Laser Lance / 36 (30) / 12-20 / 20-28 / 7 / 0 / 70/ Mecha / 4600c
Railgun / 36 (30) / 14-26 / 26-36 / 0 / 0 / 40 / Mecha / 5200c
Pulse Lance / 36 (30) / 14-26 / 26-36 / 0 / 0 / 30 / Mecha / 5400c
Particle Cannon / 36 (30) / 16-28 / 28-38 / 0 / 0 / 30 / Mecha / 5400c

Mecha Secondary Weapons
Flamethrower / cone / 5-10 / 10-20 / 0 / 0 / 2 / Mecha / 4400c (uses cone marker, on fire 1d5 a turn, it costs a whole turn to put out fire)
Kinetic Strike Module / 2 / 12-36 str / 0 / 0 / 2 / Mecha / 5000c
Prox. Mine Launcher / 30 / 12-24 / 0 / 0 / 3 / Mecha / 5000c

Melee Weapons (Secondary Weapon)
(name / range / dmg / crit / move / cost) *damage + 10% strength
Monofilament Sword / 2 / 12-20 / 20-28 / 3 / 8000c (bypasses armor)
Kinetic Blade / 2 / 6-10 / 10-14 / 3 / 1000c
Combat Knife / 2 / 5-8 / 8-14 / 2 / 600c
Combat Sword / 30 / 8-12 / 12-18 / 2 / 2400c
D'naa Tomahawk / 10 / 10-18 / 18-24 / 3 / 14000c
Buster Sword / 8-16 / 16-22 / 2 / 6000c
Energy Blade / 5-10 / 10-15 / 3 / 800c
Flex Cutter / 2 / 6-10 / 10-16 / 2 / 1200c
Vibroblade / 1 / 5-10 / 10-15 / 3 / 1800c
Sonic Knife / 2 / 8-12 / 12-16 / 1200c
Club / 1 / 6-10 / 10-14 (m) / 2 / 250c
Extendable Baton / 2 / 7-11 / 11-15 (m) / 400c
Shock Baton / 2 / 8-12 / 12-16 (m) - 200c
Monowire Garrote / 1 / 12-16 / 16-20 / 1400c *behind & Surprise only
Bioware Claws / 2 / 6-12 / 12-18 / 3 / 3000c
Cyberclaws / 2 / 8-14 / 14-20 / 3 / 4000c
Densiplast Gloves / 1 / 6-12 / 12-18 / 2 / 2400c
Shock Gloves / 1 / 8-14 (e) / 14-20 / 3 / 4000c +10% crit to machines
Unarmed 5-8 / 8-11

Name / Effect

Items for operatives (tech)
Field Medal / Grants immunity to panic, except infiltration. 
Medikit / heals 3 HP (upgradable) (craftable) (200c)
Rocket / Grants one additional rocket. (200c)
Nanite Rocket / Grants one additional nanite rocket. (400c)
Stun Gun / Stun device, 6-11, 11-18 mind damage. (1200c)
Smartgun Kit / Removing the aim penalty on reaction shots.(2200c)
Walker Servos / Grants 2 Mobility. (1600c)
Hacking tool 10 to hack (1200c)
Welding torch (use to weld a door shut so it cannot be opened, or to open a door) takes 2 turns to complete task) (600c)

Protective Items (tech)
Reinforced Plating / Provides 1 Armor HP. Cannot be stacked with other plating items. (400c)
Tactical Plating / Provides 2 Armor HP. Cannot be stacked with other plating items. (800c)
Fiber Plating / Provides 3 Armor HP, reduces melee damage taken. Cannot be stacked with other plating items. (1200c)
Reinforced Armor / Confers 1 Armor HP and 1 Damage Reduction, but -7 Dodge. Can stack with plating items. (600c)
Thermoptics / Grants 7 Dodge & thermoptic perk. (8000c)
Respirator: Grants immunity to airborne nano/gas attacks. (2000c)
Absorption Vest / Damage received from enemies within 4 tiles is reduced by 33%. (2400c)
Maze Barrier / Provide 25 Will, Grants immunity to panic, except Infiltration. (600c)
Protection Barrier / Provide 2 mind armor vs. Hack, but draws -15 Will when equipped (1000c)

Thrown Devices (tech)
Motion Tracker / Can be thrown to provide vision for two turns. See motion tracker perk. (1200c)
Communication Interceptor / Enemy Communications are hacked and relayed. (1400c)
Hack Warfare Systems / When thrown, the Communication Interceptor generates a unique audio signal that can cause unseen enemies to advance towards it. Has no effect on enemies that have already seen your soldiers. (800c) (craftable)

Grenades (tech)
AP Grenade / Deals 6-12 damage to units not in cover relative to the center of the blast radius. 100c
Flashbang Grenade / Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.Most synthetic/cybernetic are immune. 100c
Smoke Grenade / Confers 20 Defense to units in radius for two turns. 100c
Pipe Bomb / Deals 2-12 damage units within the area, (craftable) 100c
HE Grenade / Deals 2-10 damage to units in blast radius and can destroy cover. 200c
C4 / Deals 6-14 damage to units in blast radius and can destroy cover. (craftable) 400c
Chem Grenade / Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim and damage reduction penalties. (craftable) 450c
Virus Grenade / Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Confers a 2 Will penalty when equipped. 600c
Cloak Grenade / Grants stealth to units in an area for one turn. 1200c
EMP Explosive / Deals 6-10 energy damage with a 20% crit against machines, (craftable). 500c
Flare / Illuminates an area giving a 20 to perception checks. 100c
Molotov: 2-10 damage and sets area on fire. Any units failing to dodge is on fire for 1D5 a turn. Costs a whole turn to put out.) area is on fire for 1-6 turns. 200c

Ammunition / price per clip
Small Arms 10c a round
Ranged Weapons 12c a round
Energy Weapons 20c a round
Gauss Weapons 20c a round
Advanced weapons x2 on the adjusted price.
Flame thrower fuel 2 charges 2400cx
Hi Cap Mags / 10 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. 100c
Nanite Ammo / confers the Nano Coated Attack perk. 10 mag, 400c
Armor Piercing Ammo / Negates armor used by enemy units. 10 mag 400c
Breaching Ammo / Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun.10 rounds 300c
Rail Rounds / Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. 10 mag 200c
Alloy Rounds / Increases Ballistic and Gauss weapon damage by 1. 10 mag 400c

Gunsights and Optics (tech)
Laser Sight / 5 Aim. (2000c)
Tactical Scope / Increases aim by 10. (Can be used with laser sight for a total of 15 aim. 10% Crit chance) (4000c)
Targeting Module / Provides 7 Critical Hit Chance to a soldiers primary weapon. (4000c)
Reflex Sights / Confers Killing Blow perk. (3000c)
Marksman Scope / Grants Dead Eye perk. (4200c)
Bipod / Confers Stable Shot perk. (1200c)

Armor
Name / Defense / Mobility / Health/ Special / Cost
Tac Vest / 1 / 3 / 5 / 800c
Tac Armor / 2 / 1 / 10 / 1200c
Field Armor / 3 / 2 / 10 / 1800c
Carbon Fiber armor / 2 / 3 / 5 / 2000c
Heavy armor / 5 / -1 / 15 / 2200c
Technician armor / 4 / 2 / 10 / 2200c
Assault armor / 3 / 4 / 15 / 2400c
Support armor / 7 / 2 / 0 / 2600c
Reinforced Armor / 6 / -2 / 10 / 2400c
Tritan Armor / 10 / 0 / 10 / (Immune to Poison / Fire) / 10000c
Jump Jet Armor / 5 / 4 / 15 / Fly / 8000c
Gravity Pack Armor/ 8 / 2 / 10 / (Fly / Immune to Poison / Fire) / 9000c
Thermoptics Armor/ 4 / 2 / 20 / (Thermoptics Perk, reduces tech carried by 1) / 10000c
SOG armor / 8 / 2 / 10 / 10000c

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