Weapons
The "beginning" weapon. Meant to be simple and versatile, but not effective after about halfway through the game. | The laser pistol runs on energy, so it has unlimited ammo as long as you can keep returning to a recharger. |
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More powerful than the pistol. Can specialize against humanoid targets. | Stronger melee weapon that requires Strength and Operate checks. |
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This was the best weapon in SS2 and it's still the best weapon here. | Meant to complement a mercantile play style. The main constraint with this weapon is the expense and rarity of ammunition for it. |
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This weapon damages all the enemies in the room. If you miss, it damages almost everything in the room. | Sci-fi expy #115 reporting for duty. |
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One of a few special-purpose gadgets that players can build, if they find the plans. | For crafting characters. Fuel must be created from chemicals extracted from found objects. |
Not-exhaustive list of weapons to come:
- "Enforcer" Machine Pistol
- Pancor Jackhammer
- Shock Rifle
- Fusion Cannon
- Excavator