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, and so on. 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 for similar effects.
Max weapons available depends upon chosen class; most classes can carry three weapons, though some can carry up to four by default.
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 (e.g., 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 cut short 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 gain Mastery with that weapon in particular, and this Mastery persists through playthroughs. This only applies to that specific weapon.
Increasing your Mastery does nothing but show how much the player has used a particular weapon.
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 four all-class pistols plus two class-specific pistols, for a total of six choices; initially, most of these weapons will be locked, and must be unlocked using data acquired during runs - though one of them can be unlocked by filling out a survey and entering the provided unlock code (which changes periodically) 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.
Precision Rifles
Slow firing and slow to reload, but with deadly headshots, precision 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.