Weapons

You're going to need some weapons to take down Kaida Corporation's rogue minions - but fortunately, there are plenty to go around. SYNTHETIK features **84** base weapons, most of which are available in **17+** different variants, like Recoil Stabilized, Heavy, Relic, and so on. For a full breakdown of possible variants, see the Weapon 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 for similar effects.

Max weapons available depends upon chosen class; most classes can carry three weapons, though some can carry up to four by default.

## 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 four all-class pistols plus two class-specific pistols, for a total of six choices; initially, most of these weapons will be locked, and must be unlocked using data acquired during runs - though one of them can be unlocked by filling out a survey and entering the provided unlock code (which changes periodically) into the chat window. A seventh all-class pistol can be unlocked by purchasing the Supporter Pack.

## 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.

## 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. The  Guardian class deals 5% more damage with Shotguns and gains 5% more XP for kills made with Shotguns. At Guardian Level 5, they increase accuracy and reload/ejection speed with Shotguns, and at Guardian Level 15 they increase the magazine capacity of their Shotguns by 20%.

## Assault Rifles

All-rounders, Assault Rifles tend to have a good balance of range, firepower, capacity, and rate of fire. The  Commando class deals 5% more damage with Assault Rifles and gains 5% more XP for kills made with Assault Rifles.

## Precision Rifles

Slow firing and slow to reload, but with deadly headshots, Precision Rifles can inflict massive damage in the hands of a skilled sharpshooter. The  Rogue class deals 5% more damage with Precision Rifles and gains 5% more XP for kills made with Precision Rifles.

## 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.

## Launchers/Hazardous

Devices that launch explosive or other unusual munitions, these weapons are difficult to use but do quite a lot of damage when used correctly. Most of these weapons can also engage multiple enemies at once. The Engineer can carry 30% more max ammo and picks up 30% more ammo for these weapons.

## Mastery

When getting kills or clearing jams with a weapon, you gain Mastery with that weapon type in particular, and this Mastery persists through playthroughs. This only applies to that specific weapon type, not weapon *group*; for instance, Mastery with the P33 Compact will not transfer to other pistols.

Increasing your Mastery with a given weapon reduces the chances of that specific weapon jamming.