System Shock - Weapons
The weapon arsenal of Citadel Station, ordered from the improvised melee gear the hacker wakes up with to the energy weapons recovered from Executive and Research. Ammunition and energy are separate pools: ballistic guns draw from scavenged magazines, energy guns drain the hacker's built-in energy r...
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of 14 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Lead Pipe | Melee | The first weapon in the game, still lying in the opening room on Medical. | Damage: Low Ammo: None (melee) Speed: Slow Range: Very short | Starting room on the Medical deck |
| Wrench | Melee | A heavier blunt tool found in the station's maintenance areas. | Damage: Moderate Ammo: None (melee) Speed: Slow Range: Short | Maintenance deck tool lockers and crates |
| Sparqbeam | Energy Pistol | The first energy weapon on the station and the workhorse of the early game. | Damage: Low to moderate Ammo: Energy reserve Fire Mode: Semi-automatic beam Range: Medium | Medical deck weapon lockers |
| Minipistol | Pistol | The standard TriOptimum sidearm, a compact 9mm semi-automatic with deep magazine reserves. | Damage: Moderate Ammo: 9mm magazines Fire Mode: Semi-automatic Range: Medium to long | Security lockers on Medical and Research; common drop from cyborgs |
| Magnum 2100 | Revolver | A heavy six-shot revolver built for the station's security teams. | Damage: High Ammo: Magnum rounds (6-shot cylinder) Fire Mode: Single action Range: Long | Security armouries and locked weapon crates |
| Skorpion | Machine Pistol | A fast-firing machine pistol that trades accuracy for volume. | Damage: Low per shot Ammo: 9mm magazines Fire Mode: Fully automatic Range: Short | Storage deck crates and cyborg drops |
| Assault Rifle | Rifle | The station's general-purpose military rifle, accurate in bursts and effective at the mid to long ranges of the Flight Deck and Executive decks. | Damage: Moderate to high Ammo: 5.56mm magazines Fire Mode: Automatic or burst Range: Long | Flight Deck and Executive armouries |
| Riot Gun | Shotgun | A pump shotgun loaded with heavy buckshot, ideal for corridors and for the cortex reavers that appear later in the campaign. | Damage: Very high at close range Ammo: Shotgun shells Fire Mode: Pump action Range: Short | Security stations on Maintenance and Storage |
| Flechette | Dart Projector | A quiet dart launcher that fires slivers of metal instead of bullets. | Damage: Low to moderate Ammo: Flechettes Fire Mode: Semi-automatic Range: Medium | Research deck stores |
| Laser Rapier | Energy Melee | A rapier whose blade is a contained laser, the best melee weapon on the station. | Damage: High Ammo: Energy reserve Speed: Fast Range: Very short | Executive deck research storage |
| Ion Rifle | Energy Rifle | A precision energy rifle that fires ionised bolts with high damage and a flat trajectory. | Damage: High Ammo: Energy reserve Fire Mode: Semi-automatic Range: Long | Research and Executive weapon caches |
| EMP Rifle | Anti-Robot Rifle | An electromagnetic rifle built to fight machines rather than flesh. | Damage: Very high versus machines, negligible versus organics Ammo: Energy reserve Fire Mode: Charged shot Range: Medium | Engineering deck storage |
| Fragmentation Grenade | Grenade | A thrown explosive that clears rooms and corridors of mutants in one blast. | Damage: Area, high Ammo: Thrown Radius: Medium | Security crates and cyborg drops |
| EMP Grenade | Grenade | A non-lethal electromagnetic charge that disables robots, turrets and cameras in a radius instead of damaging organics. | Damage: Disables machines in radius Ammo: Thrown Radius: Medium | Research deck stores and maintenance lockers |
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