You're going to need some weapons to take down Kaida Corporation's rogue minions - fortunately, there are plenty to go around. SYNTHETIK features 98 base weapons, most of which are available in 23 different variants, like Stabilized, Heavy, Relic, to name a few. For a full breakdown of possible variants, see the Variants page. They can also be fitted with a wide range of Attachments to further alter/improve their performance, and utilize various kinds of Ammunition with varying effects.
By default, most classes can carry a maximum of three weapons (the exception, Heavy Gunner, can carry up to four).
Weapon Stats[ | ]
Each weapon has a set of stats which define its damage, rate of fire, accuracy and more.
*NOTE: stats in weapon pages assume bonuses gained from all difficulty modifiers (i.e., Scorching, Manual Eject, etc.)
Firing Mode: How the weapon behaves when fired. Auto weapons will continue firing when the trigger is held, burst weapons will fire multiple shots with one pull, and semi weapons will fire once per pull.
Damage: Amount of damage the weapon will deal with any shot. Multiplies the damage of whatever ammo the player is using.
HEat: How much the weapon will heat up when firing.
Cool: The speed at which the weapon sheds heat.
Firerate: Speed at which the weapon fires. Measured in rounds per minute (RPM).
Deviation: How much any shot will potentially deviate from its intended course. Measured in degrees.
Recoil: The speed at which the weapon loses accuracy from continued fire.
Control: The speed at which the weapon recovers from recoil.
Reload time: How many seconds it takes to complete a full reload. Can be shortened by Active Reloading.
Ejection time: How long it takes to eject a magazine. Certain weapons skip this.
Mag size: How many shots are stored in a magazine.
Max ammo: Cap for amount of ammo carried.
Perks: Specific attributes for that weapon. Each weapon has unique perks.
MASTERY[ | ]
When getting kills or clearing jams with a weapon, you increase your mastery with that weapon. Mastery is a persistent, weapon-specific stat and does not reset at the end of a playthrough. Mastery has no in-game effect.
Pistols[ | ]
Your reserve/backup weapon, pistols serve as a fallback for when all your other weapons are out of ammo - though with the right choice and investments of money and upgrades, it's possible to make it to the end using only your pistol. Pistols do high headshot damage but fairly low normal damage, so precision shooting is essential for getting the most out of them.
Each class can pick from a selection of two class-specific pistols and four all-class pistols. Initially, most of these weapons are locked, requiring a player to use data acquired during runs to unlock them. Additionally, there are three pistols that can be unlocked by other means; one of them is unlocked by entering the code /NL5432
into the chat window.
Sub-machine Guns[ | ]
Low to mid-capacity, typically fully automatic with a high rate of fire, sub-machine guns excel at dealing with enemies up close.
Assault Rifles[ | ]
All-rounders, assault rifles tend to have a good balance of range, firepower, capacity, and rate of fire.
Shotguns[ | ]
Low capacity and largely semi-automatic, shotguns are powerful but slow to fire. They're most effective up close, but are still fairly effective at mid-range.
Marksman/Sniper Rifles[ | ]
Slow firing and slow to reload, but with deadly headshots, marksman/sniper rifles can inflict massive damage in the hands of a skilled sharpshooter.
Machine Guns[ | ]
Leaning towards high capacity and mid-high rate of fire, machine guns have similar performance to assault rifles but typically have movement speed penalties and longer reload times.
Launchers[ | ]
Devices that launch explosive munitions, launchers are difficult to use but do quite a lot of damage when used correctly. Explosions are guaranteed to slow enemies, allowing these weapons to engage multiple enemies at once.
Special[ | ]
Special weapons typically have unique attributes that make them deadly in situations that would leave most weapons disadvantaged.