System Shock: Enhanced Edition

System Shock: Enhanced Edition

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System Shock Weapons Guide
By HUMANITY REJECTED
A quick reference of System Shock's damage mechanics, weapons' and creatures' statistics and vulnerabilities.
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Introduction
This guide is presented as follows:

  • Introduction - This section. Explains what each section is for and how this guide should be used.
  • Damage Mechanics - The core of this guide. Explains how the damage is calculated.
  • Weapons' Statistics - Explains what each weapon's statistic means.
  • Melee/Projectile/Energy/Explosive Weapons - Lists the values of each weapon's statistics.
  • Enemies' Defenses - Contains tables listing each enemy's defensive statistics and their vulnerabilities and resistances.
  • Conclusion - Some tips, credits, and final thoughts.

I suggest reading and memorizing the "Damage Mechanics" section, using the "Weapons' Statistics" section if unsure about what a particular weapon stat does, and utilizing the "Weapons" and "Enemies' Defenses" sections as references when needed to avoid spoiling the game. The "Conclusion" section might contain useful tips.
Damage Mechanics
Damage calculations undergo four major steps:
  • 1. Armor Absorption - If a hit is scored, the weapon's penetration value is compared to the target's armor value. If the armor value isn't greater than the penetration value, the target's armor doesn't affect the hit and the creature takes the weapon's full damage. If the armor value is greater than the penetration value, the damage is reduced by that many points.

  • 2. Weapon Vulnerabilities - The attack type of the weapon is then compared to the vulnerabilities of the enemy. The damage can be either nullified if the enemy is immune to that type of attack, doubled if it is vulnerable, quadrupled if it is very vulnerable, or left unmodified if the enemy is neither particularly resistant nor vulnerable to that type of damage. Check the creatures vulnerabilities section for their exact values.

  • 3. Critical Hits - Next, the weapon's offense value is compared to the creature's defense value. If the attack value is higher than the defense value, you can score a critical hit (a hit that strikes the weakest part of a creature's armor). If not, a critical hit is not possible. The greater the difference between these two values, the greater the chance of scoring a critical hit, and the greater the damage of the critical hit. Critical hits can result in anywhere from 33% to 300% extra damage. Critical hit damage is in addition to the result of any weapon vulnerabilities. If a weapon scores a critical hit on a particularly vulnerable creature, that hit might inflict up to 16 times the normal damage.

  • 4. Random Factor - Finally, the weapon's total damage is randomized by a value between -10% and +10%. Damage randomization can change how much damage the same weapon delivers during different attacks.
Weapons' Statistics
  • Ammo - Projectile weapons only. Ammunition count per clip, type and characteristics. If a weapon can utilize multiple types of ammo, subsequent stats will indicate separate values for each round type.

  • Energy cost - Energy weapons only. How much energy is drained from your reserves by one blast. Values can be a range indicating the minimum and maximum drain if the weapon allows setting the charge of the blast, and may contain an overload value if the weapon can be overcharged.

  • Attack type - What method of attack the weapon uses. This is compared to a creature's vulnerability to determine if the damage can be amplified or mitigated.

  • Damage - The damage inflicted by the weapon to the enemy's hit points with each hit, before damage calculations.

  • Armor penetration - The weapon's armor penetration strength. This is compared to a creature's armor value to determine if the damage can be reduced and eventually by how much.

  • Offense value - The attack value of the weapon. This is compared to a creature's defense value to determine the probability of a critical hit and its magnitude.

  • Range - Melee only. The distance (in meters) at which the weapon can damage a target.

  • Blast radius - Explosives only. The radius of the explosion (in meters). Any target inside this radius receives damage.

  • Operation - How the weapon delivers its attack. Semi-automatic weapons release one round of ammo each time you fire, while automatic weapons fire continuous rounds. Projectile and energy weapons have different operating characteristics, with some energy weapons including setting-specific information. Grenades are detonated either through initial contact, a timer, or as a mine.
Melee Weapons
  • Lead Pipe

    Attack type: Projectile
    Damage: 15
    Armor penetration: 40
    Offense value: 3
    Range: 1
    Operation: Melee

  • TS-04 Laser Rapier

    Attack type: Beam
    Damage: 200
    Armor penetration: 80
    Offense value: 5
    Range: 2
    Operation: Melee
Projectile Weapons
  • DC-05 Riot Gun

    Ammo: 20 rubber slugs
    Attack type: Projectile
    Damage: 6
    Armor penetration: 0
    Offense value: 2
    Operation: Manual repeating, pump-action

  • SV-23 Dart Pistol

    Ammo: 15 needles / 15 tranquilizer needles
    Attack type: Needle / Tranquilizer
    Damage: 15 / 5
    Armor penetration: 6 / 0
    Offense value: 2 / 3
    Operation: Semi-automatic

  • ML-41 Minipistol

    Ammo: 20 standard rounds / 20 teflon-coated rounds
    Attack type: Projectile / Projectile
    Damage: 20 / 30
    Armor penetration: 20 / 30
    Offense value: 2 / 3
    Operation: Semi-automatic

  • AM-27 Flechette

    Ammo: 60 hornets / 60 splinters
    Attack type: Needle / Needle
    Damage: 10 / 22
    Armor penetration: 35 / 32
    Offense value: 2 / 3
    Operation: Automatic

  • Magnum 2100 Pistol

    Ammo: 12 hollow-tip rounds / 12 heavy slug rounds
    Attack type: Projectile / Projectile
    Damage: 60 / 85
    Armor penetration: 30 / 25
    Offense value: 4 / 5
    Operation: Semi-automatic

  • RF-07 Skorpion

    Ammo: 50 slags / 100 slags (same rounds, just larger magazine)
    Attack type: Projectile
    Damage: 35
    Armor penetration: 40
    Offense value: 2
    Operation: Automatic

  • SB-20 Mag-Pulse Rifle

    Ammo: 25-count mag-pulse cartridge
    Attack type: Magnetic
    Damage: 45
    Armor penetration: 100
    Offense value: 4
    Operation: Semi-automatic, slow projectile

  • MARK III Assault Rifle

    Ammo: 10 magnesium-tips / 8 penetrators
    Attack type: Projectile / Projectile
    Damage: 75 / 160
    Armor penetration: 50 / 70
    Offense value: 4 / 5
    Operation: Semi-automatic

  • MM-76 Accelerator Rail Gun

    Ammo: 12-count clip
    Attack type: Projectile
    Damage: 200
    Armor penetration: 35
    Offense value: 6
    Operation: Semi-automatic, slow projectile
Energy Weapons
  • DH-07 Stun Gun

    Energy cost: 3 to 30
    Attack type: Beam
    Damage: 2 to 15
    Armor penetration: 0
    Offense value: 3
    Operation: Low-intensity, concentric energy burst

  • Sparq Beam Sidearm

    Energy cost: 2 to 8 / 24 (overload)
    Attack type: Beam
    Damage: 6 to 36 / 60 (overload)
    Armor penetration: 25
    Offense value: 3
    Operation: Electron burst

  • ER-90 Laser Blaster

    Energy cost: 3 to 15 / 50 (overload)
    Attack type: Beam
    Damage: 12 to 70 / 115 (overload)
    Armor penetration: 25
    Offense value: 4
    Operation: Single-pulse ultraviolet ray

  • RW-45 Ion Pulse Rifle

    Energy cost: 5 to 30 / 100 (overload)
    Attack type: Beam
    Damage: 18 to 108 / 180 (overload)
    Armor penetration: 35
    Offense value: 6
    Operation: Particle beam burst

  • LG-XX Plasma Rifle

    Energy cost: 13 to 130
    Attack type: Beam
    Damage: 35 to 350
    Armor penetration: 100
    Offense value: 6
    Operation: Refracting plasma projectile
Explosive Weapons
  • Gas Grenade

    Attack type: Gas
    Damage: 150
    Armor penetration: 100
    Offense value: 3
    Blast radius: 4
    Operation: Contact

  • Fragmentation Grenade

    Attack type: Projectile
    Damage: 150
    Armor penetration: 20
    Offense value: 3
    Blast radius: 4
    Operation: Contact

  • EMP Grenade

    Attack type: Magnetic
    Damage: 80
    Armor penetration: 100
    Offense value: 3
    Blast radius: 6
    Operation: Contact

  • Concussion Bomb

    Attack type: Projectile
    Damage: 325
    Armor penetration: 35
    Offense value: 6
    Blast radius: 6
    Operation: Contact

  • Nitropack

    Attack type: Projectile
    Damage: 200
    Armor penetration: 25
    Offense value: 3
    Blast radius: 5
    Operation: Timed

  • Earth Shaker

    Attack type: Projectile
    Damage: 375
    Armor penetration: 50
    Offense value: 6
    Blast radius: 6
    Operation: Timed

  • Land Mine

    Attack type: Projectile
    Damage: 230
    Armor penetration: 35
    Offense value: 5
    Blast radius: 5
    Operation: Mine
Enemies' Defenses
A list of all the game's creatures, with their respective hit points, armor, defense and vulnerabilities. As stated in the damage calculations section, based on the enemy's vulnerabilities the damage can be multiplied by 2 or 4 if the creature is vulnerable or very vulnerable to that type of attack respectively, by 0 (nullified) if resistant, or by 1 (not modified) if neutral.

Mutants

Creature
Hit points
Armor
Defense
Projectile
Beam
Magnetic
Needle
Tranquilizer
Gas
Avian
125
0
2
x1
x1
x0
x2
x1
x1
Gorilla-tiger
200
0
3
x1
x1
x0
x2
x1
x1
Humanoid
50
0
3
x1
x1
x0
x2
x1
x1
Invisible
350
0
2
x1
x1
x0
x1
x1
x1
Plant
115
0
1
x1
x1
x0
x2
x1
x1
Virus
140
0
3
x1
x1
x0
x1
x1
x1
Zero grav
90
0
2
x1
x1
x0
x1
x1
x1

Robots

Creature
Hit points
Armor
Defense
Projectile
Beam
Magnetic
Needle
Tranquilizer
Gas
Autobomb
50
40
1
x1
x1
x4
x0
x0
x0
Exec-bot
225
40
2
x1
x1
x4
x0
x0
x0
Flier-bot
75
30
2
x1
x1
x4
x0
x0
x0
Hopper
110
35
4
x1
x1
x4
x0
x0
x0
Maintenance-bot
60
40
3
x1
x1
x4
x0
x0
x0
Repair-bot
65
25
3
x1
x1
x4
x0
x0
x0
Security-1-bot
170
40
4
x1
x1
x4
x0
x0
x0
Security-2-bot
300
50
5
x1
x1
x4
x0
x0
x0
Serv-bot
20
20
2
x1
x1
x4
x0
x0
x0

Cyborgs

Creature
Hit points
Armor
Defense
Projectile
Beam
Magnetic
Needle
Tranquilizer
Gas
Assassin
65
5
4
x1
x1
x2
x1
x1
x1
Cortex Reaver
580
40
2
x1
x1
x2
x0
x0
x1
Drone
60
0
2
x1
x1
x2
x1
x1
x1
Elite Guard
380
50
6
x1
x1
x2
x0
x0
x1
Enforcer
285
30
5
x1
x1
x2
x0
x0
x1
Mutated
340
15
6
x1
x1
x2
x0
x0
x1
Warrior
120
5
4
x1
x1
x2
x1
x1
x1

I left out one particular enemy to avoid spoiling if you didn't complete the game:

Unique Cyborg

Creature
Hit points
Armor
Defense
Projectile
Beam
Magnetic
Needle
Tranquilizer
Gas
Edward Diego
900
55
6
x1
x1
x2
x1
x0
x1
Conclusion
All enemies appear to have the same vulnerability to "beam" and "projectile" type weapons, so I'm not totally sure if there is actually a difference between the two. Also some weapons are tagged both as "projectile" and "beam", again I'm not sure about what the difference is.

Anyways, the whole guide can be reassumed in one tip: grab the laser rapier as soon as you can and wreak the game. Really, after getting it I never used any other weapon until the end of the game.

All the information contained in this guide has been gathered from the official I.C.E. Breaker game guide (included in the game's folder by the way). The reason I wrote this is that it is simpler to Shift-Tab here and look at the statistics in this format. All credits to them.

The images contained in this guide are not my property. Weapon images have been gathered from a post[www.systemshock.org] in the System Shock forum, the Shodan picture has been downloaded from the internet. All credits to them.

Rights reserved to Looking Glass or whoever, I'm not a lawyer.

I might expand the guide in the future. I hope someone finds this useful, I spent hours to get this right. Also Steam's interface is horrible and not user friendly at all, I wonder when Mr. GabeN intends to update this eyesore outdated garbage.

Happy things to everyone, thanks for reading, I appreciate constructive criticism, and most of all:

Have fun with this amazing game.

20 Comments
Trip 18 Nov @ 10:27pm 
Don't know if you anyone has said this, but you can load magnum into a riot gun. simply press reload whilst having a magnum clip and no rubber bullets and whazam. you now have a riot gun magnum
creamcone 27 Mar @ 2:21pm 
You can push mines around using tranq darts too
GRIFFSNOG 10 May, 2023 @ 12:12am 
Very Useful Thank you.:plumphelmet:
Confederate 23 Mar, 2023 @ 8:18am 
Another one-off: while the Riot Gun with its plastic rounds is worthless against all enemies, you can use it with careful aim to nudge live mines and some other objects like crates around.

If you’re feeling the need, you can use the Riot Gun to carefully shift away the live mines from the surgical unit on Level 7 and make a safe gap to use it.

Or throw your own live land mine and play pool with it towards an enemy with the Riot Gun if you really feel like screwing around.
Confederate 22 Mar, 2023 @ 8:59am 
Finally before I forget, make sure that you pick up every single gun that contains limited ammunition and eject the loaded ammunition out of the gun if you already have the same gun, then throw away the empty gun. In the higher difficulty levels it can be the difference between being forced to use a melee weapon and easily blowing away an enemy (since the game regenerates them at higher Combat difficulties).
Confederate 22 Mar, 2023 @ 7:34am 
Oh and for hilarity, the SparqBeam is great for disintegrating corpses for giggles without wasting too much power (leave it on lowest setting). Very useful for stopping corpses from hiding stuff that was already lying on the ground that you might have missed otherwise.
Confederate 22 Mar, 2023 @ 7:26am 
Using the LG-XX Plasma Rifle is very risky because the damn energy shot bounces off walls AND some enemies. If you're not careful, it can come right back at you and kill you.

However if you use it on the Lv9 maze where those damn replicating Autobots are or on the right tight area where multiple tough enemies are and then get the hell back after firing it, you can wipe out everyone in your way before your character's power pack runs dry. Bring a lot of batteries or learn to love the power recharge stations if you start enjoying this energy gun.

Sometimes it's not worth the risk though given the ER-90 Laser Blaster and RW-45 Ion Pulse Rifle (if you go to the trouble of finding it: well worth it!) are perfectly fine to use against enemies too and a hell of a lot more safer.
Flowernose 17 Sep, 2021 @ 10:30pm 
Add the photo's of the monsters? Using other guide to see what they look like then going back to this guide
HUMANITY REJECTED  [author] 13 Aug, 2021 @ 4:10am 
You are welcome and I'm glad you found this useful! Some years have passed now, and it might be time for me to play this game again and use this guide myself, maybe even update something. Still waiting on that Steam interface update though, lol.

Nice picture btw, Policenauts is a great classic :)
shibbyo 12 Aug, 2021 @ 9:40am 
I appreciate you taking the time to translate this info to a Steam guide! I've actually never used all these community features before playing this game. PC Games used to be so difficult and opaque, holy crap (worth it though)