Weapons

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, to name a few. 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 with varying effects.

By default, most classes can carry a maximum of three weapons (the exception, Heavy Gunner, can carry up to four).

### Weapon Stats

Example Weapon
4 / 200
BRST 4
Example Weapon.

damage 1.25x
heat / cool 0.85x/1.50x
firerate 500
deviation  6
recoil / ctrl 35 / 89
R/E time 1.7s / 0.35s
perks - +5% Critical Chance

- Lifesteal

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 (i.e., 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 shortened 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 increase your mastery with that weapon. Mastery is a persistent, weapon-specific stat and does not reset at the end of a playthrough. Mastery *has no in-game effect*.

## 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 two class-specific pistols and four all-class pistols. Initially, most of these weapons are locked, requiring a player to use data acquired during runs to unlock them. Additionally, there are three pistols that can be unlocked by other means; one of them is unlocked by entering the code `/NL5432` into the chat window.

XM2 Coil Pistol'Master Chief'PXS Covert OpsG17 'Undercover'Kaida Model HDesert Eagle .50Kaida Laser PistolPPQ-H Laser PistolP33 Compact57 Fusion ClassicLast BreathAuto 9-45TEC-9.95 PersonalTitanium EagleP25 Overdrive

## 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.

Viking Riotshield
FMG-9 Personal
UMP-9 Semi
AKS-74UKaida Nailgun
Spectre
KI Vector
K3 Boltcaster SMGK7 Competition
LS Laser Sub
Medic FMG-9
UMP-10 Tornado
Chaos Launcher
P9000 Supernova

## Assault Rifles

All-rounders, assault rifles tend to have a good balance of range, firepower, capacity, and rate of fire.

Last Ditch M16Enforcer CarbineQBZ Type LasTactical ObserverType-89 'TOKKO'AMD 65A-5C Test VersionObject 29SCR Laser SOCOMSpecialist M16-A5
AEK Special Elite
AN-94 DeathstalkerDamnation
Eminence AR
Kaida Medic ACR-X
SS58 Plasma ChargerSturmgewehr 44X512 Experimental
## 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.

Super Shorty
W21 Lever Action
Pressurized Impaler
SPAS 12
KSG 2000Super 90
T 8-00-GaugePSG 'Emerald sword'
Raider Scrap Cannon
'Raptor' Laser SG
'Road Warrior'
RRX Coil Shotgun
Viciator UltraBattle Hymn

## Marksman/Sniper Rifles

Slow firing and slow to reload, but with deadly headshots, marksman/sniper rifles can inflict massive damage in the hands of a skilled sharpshooter.

K98 Classic
M14 Mini
Ballistic CRX-Bow
R2000 'Sour' DMR
Twin Mill MkIIHuman Model 9800K
M75 Heavy Support
Tuned M14 EBRAS-VAL'Eraser' DMR
GM6 Lynx EVO
R5000 'Sudden' DMR
Yoko-Lagann420 SniperDragonLiandry Rail Gun
Nemesis Prototype
## 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.

LG-2 'Onslaught'
BREN Anti Air
Apollon 5 LMG
MAG47 Heavy MGRPK-12 Tundra
ArmageddonGladiator
## 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.

Ares GL-16
M79 Terminator
M32 Multi Purpose
Heavy Flak Cannon
Human RPG-7
ML7000 Plus
HIG-S Particle Cannon
Annihilator ANH-5
## Special

Special weapons typically have unique attributes that make them deadly in situations that would leave most weapons disadvantaged.

Makeshift Firecannon
FS5 'Flametongue'
HMN Laser Cannon
Ion Obliterator'Mjolnir' Chain LTN
'Ripjack'