Master the arsenal of System Shock (Remake)! This guide breaks down every weapon, ammo type, and essential gear, detailing their stats, requirements, and best uses against SHODAN's forces.
Alright, let's talk about what you'll be using to blast your way through Citadel Station. Knowing your gear is half the battle, and System Shock (Remake) gives you a pretty wild collection of tools to play with. We'll go over the different ammo types, some key weapons, and even that weird Psi Amp.
Ammo Types: Know What to Load
- Anti-Personnel Bullets: These are your go-to for anything squishy. The nanites inside fragment and seek out heat, making them brutal against organic enemies. Just don't expect them to do much against heavily armored bots.
- Anti-Personnel Shotgun Shells: Think of these as a nastier version of the regular bullets, but for shotguns. They've got explosive pellets and nanites, great for close-quarters against flesh-and-blood targets. They spread out, so keep your distance reasonable.
- Armor-Piercing Bullets: When you're facing robots or anything with heavy plating, these are your best bet. The uranium tips and special casing let them punch through tough defenses, even with weaker firearms like the Talon M2A3 or M-22 assault rifle.
- Clusters of Worms: Yeah, you read that right. These gross little guys are ammo for some exotic weapons. You'll need to collect them with empty beakers if you plan on using this ammo type.
- Fragmentation Grenade Clip: Standard issue frag grenades. They pack a punch with both the explosion and the shrapnel. Good for clearing out rooms or hitting enemies behind cover.
- Proximity Grenade Clip: These are smart grenades! They use multiple detection methods to blow up right near your enemies. TriOptimum even advertises an emitter to keep them from blowing up on you and your pals.
Key Weapons: Your Primary Tools
- Pistol (Talon M2A3): This is your reliable sidearm, requiring Standard Weapons skill 1. Both modifications boost damage, with one increasing clip size and the other reducing reload time. It's versatile enough to take standard rounds, armor-piercing, and even anti-personnel rounds.
- Grenade Launcher (TC-11 "Brick"): Needs Heavy Weapons skill 1. Modifications improve clip size, grenade speed, reload time, and damage. It can fire various ordnance like HE, proximity, EMP, or white phosphorous rounds. It uses a magnetic launching mechanism, not compressed gas.
- Laser Pistol (Apollo H4): Requires Energy Weapons skill 1. Modifications increase damage, with one boosting energy capacity and the other reducing consumption. It's a deadlier version of the Sparq Pistol, using refracted light. It needs to be recharged, and the 'overcharge' setting drains the battery fast but is great in a pinch.
- Laser Rapier: This melee weapon is serious business, requiring Agility 3 and Energy Weapons skill 4. It projects a field of reflective material that, when bent on impact, releases intense light for devastating burns. It's a much improved version from the prototype seen on Citadel Station.
Special Gear: The Psi Amp
- Psi Amp: This device, developed by Esper Industries, lets psionically gifted individuals amplify and project their powers. Before this, Psi powers were mostly only detectable in labs. The Amp contains Psi phenomena and allows users to channel their innate abilities for various effects. It caused quite a stir in the Psi community. It has 3 slots.
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