Weapons & Armor
At the risk of sounding totally conceded, System Shock 2 boasts the most complex weapon system every in a fist person game. Yes, you heard me right! System Shock 2 has 14 different weapons, with two settings each, up to five different amo types for each, and three levels of modification. Oh yes, and there are five types of armor too….
The ammo variety is as follows:
1) Ballistic rounds (armor piercing, standard, anti personnel, etc.)
2) Grenades (frag, timed, emp, etc.)
3) Energy (energy stays in an internal battery on each weapon locally. you can recharge at energy stations or use various psi powers or portable batteries you find in the world to help)
4) Prisms- Used for the more advanced energy based weapons, these are used in a more traditional fashion (expended like ammo)
5) Annelid weapons (exotics)- These actually use bioorganic matter that the player has to collect in the game. The matter is toxic, so the player must locate specially shielded beakers to collect the matter.
Here are the weapons we know of so far (a good deal of this is taken from the PC Paradox Preview)
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.
Stasis Field Generator: 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 in place a target for a variable period of time. However, the stasis field uses a lot of power and its effect greatly decreases with distance.
Laser Rapier Mark IV: The Mark IV laser rapier is an advanced variation on the units first developed by TriOp before the Citadel crisis. The Mark IV consumes less power and is considerably more deadly. It has no particular flaws except its lack of a ranged attack and its relative expense to produce.
EMP Rifle: The EMP rifle's origins lie back in the 20th century, where it was discovered that a residual effect of nuclear explosions was the total disruption of radio and electrical signals. Scientists were able to isolate the magnetic pulse that caused this disruption and incorporate it into a weapon that was devastatingly effective against droids, cyborgs and robots. However, it has absolutely no effect against non-cybernetic organic targets.
A shotgun: unknown
A grenade launcher: unknown
A large wrench: used for bashing, duh!
A cool hand-gun: unknown
An assault rifle: unknown
A really huge gun: unknown (plasma rifle?)
Viral Proliferator: The Viral Proliferator uses a biological form of ammunition that can be "infected" with different types of contagion.
Light Armor: The Dartech class 1 is a complex mesh of Kevlar and substrate steel mesh that provides lightweight, marginally effective firepower stoppage. The armor is not only designed to resist penetration, but also to disperse the kinetic energy of the impact throughout its frame. Dartech is the arm of TriOps' military branch that generally supplies the poorer belligerents, such as terrorists and local militias. While it's better than nothing, more than one wearer has met an unpleasant end while wearing the DarTech class 1.