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A. Weapons & Ammo
System Shock 2

A. Weapons & Ammo

System Shock 2 weapons and ammo guide, detailing Anti-Personnel Bullets, Armor-Piercing Bullets, and the Grenade Launcher.

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System Shock 2 weapons and ammo guide, detailing Anti-Personnel Bullets, Armor-Piercing Bullets, and the Grenade Launcher.

Anti-Personnel Bullets

These bullets have nanites that fragment upon hitting an organic target, seeking warmth to damage vital organs. They are nearly useless against armored targets but devastating against flesh and blood.

Anti-Personnel Shotgun Shells

These explosive pellets combine a chemical incendiary with self-converting nanites. They are best used at short range due to pellet spread and are highly effective against organic targets.

Armor-Piercing Bullets

Featuring uranium tips, these bullets are designed for mechanized foes and have considerable penetrating power, even for weaker slug throwers like the Talon M2A3 and M-22 assault rifle. They are not particularly effective against soft targets.

Clusters of Worms

These can be used as ammunition for annelid-based weaponry. Worms can be collected using empty beakers on piles of worms.

Fragmentation Grenade Clip

A standard fragmentation grenade dealing damage through explosion and shrapnel.

Grenade Launcher

Slots: 3
Requires: Heavy Weapons: 1

The TC-11 "Brick" grenade launcher requires a Heavy Weapons skill of 1. The first modification increases clip size, while the second increases grenade speed and reduces reload time. Both modifications increase weapon damage. It can fire high-explosive, proximity detection, EMP, or white phosphorous incendiary rounds, utilizing a reverse polarization magnetic launching mechanism.

Laser Pistol

Slots: 3
Requires: Energy Weapons: 1

The Apollo H4 Laser Pistol requires an Energy Weapons skill of 1. The first modification increases energy capacity, and the second reduces energy consumption; both increase damage. It must be replenished at a recharge station. An overcharge setting is available but strains the energy supply.

Laser Rapier

Slots: 3
Requires: Agility: 3, Energy Weapons: 4

This melee weapon requires an Agility of 3 and an Energy Weapons skill of 4. It projects a porous field of reflective material that releases intense refracted light upon bending, causing burns. Replicas are sold by a street vendor in New Detroit for 40 nanites.

Pistol

Slots: 3
Requires: Standard Weapons: 1

The Talon M2A3 .45 caliber pistol requires a Standard Weapons skill of 1. Both modifications increase damage; the first also increases clip size, and the second decreases reload time. It can accept standard steel-jacketed rounds, armor-piercing rounds, and anti-personnel rounds.

Proximity Grenade Clip

This grenade utilizes multiple detection methods (IR signature, EM field sampling, volumetric air displacement) to detonate accurately near enemies. An optional Radius Exclusion Emitter can prevent self-detonation.

Psi Amp

Slots: 3

Developed by Esper Industries, this device amplifies and projects psionic powers, overcoming diffusion problems and allowing users to channel innate Psi powers for specific effects.

Tips
  • Anti-Personnel Bullets are best for unarmored enemies.
  • Armor-Piercing Bullets are essential for fighting robots and mechanized foes.
  • The Grenade Launcher and Laser Pistol can be modified to improve their performance.
  • The Laser Rapier is an expensive but effective melee option.
  • Pistols are versatile and can use various ammunition types.

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