recursal/Fanatic-Fandom huggingface dataset:
Battle Hymn

Battle Hymn
16 / 40
BRST 8
A high-capacity burst shotgun with great incendiary ammo.

damage 1.25x
heat / cool 1.00x / 1.00x
firerate 378
deviation  25
recoil / ctrl 15 / 33
R/E time 2.80s / 0.40s
perks - Fighting The World

- Unyielding Burst

- Vulnerability

The Battle Hymn is a devastating laser shotgun that fires in 8-round bursts, with huge damage output at the cost of high heat generation and low max ammo, along with a long reload. Kills have a small chance to grant a decent health regeneration effect for 3 seconds. However, the user will take more damage while holding the weapon.

The abbreviation for this weapon is 'A12.'

## Characteristics

**Advantages:**

* Relatively large magazine capacity and high rate of fire
* Laser rounds are good against armored enemies
* Good against armor and crowds of enemies

**Disadvantages:**

* Quickly loses accuracy while firing
* Very poor against shields
* Poor maximum ammo
* Bad ammo efficiency without the DMR Conversion module or a Hair Trigger attached

## Ammo

* Pickup: 30
* **LASER** Ammunition
	+ 'Sprayer' Lithium Cell
* **Compatible Ammo**
	+ Lithium Cell

## Perks

* Fighting The World
	+ 10% chance to gain a 3 second health regen buff on kills
		- Affected by luck and terrorlevel
* Unyielding Burst
	+ Starts with 8 round burst which can chew through ammo
* Vulnerability
	+ Damage Absorb is reduced by 20 while held resulting in 20% more damage taken

## Notes/Tips

* The weapon fires in 8 round bursts. This is great for crowd control but really bad for ammo efficiency or against single non-boss enemies. The DMR Conversion module and the Hair Trigger attachment will make the gun semi automatic, offering better ammo economy which gives greater control over how many shots are fired; attaching a Hair Trigger to a Converted Battle Hymn will make the gun full auto, allowing for rapidly firing shots for extreme firepower while still being controllable with efficient ammo usage.

* The Rogue's DMR Conversion module will make the weapon semi auto and gain increased stats, reducing wasted ammo.
* This weapon can be very powerful with items/modules that require large projectile counts to be effective, such as Uranium 235 and the Heavy Gunner's Ultrashot talent

## Trivia

* The Battle Hymn is based on the Atchisson Assault Shotgun, perhaps better known as the AA-12 or *Auto Assault-12*.
* The gun's name as well as Module 1 name are both references to heavy metal band *Man-o-war*, that has songs named 'Battle Hymn' and 'Fighting the World'.
A9 Infinite

A9 Infinite
18 / 180
semi
Prototype pistol with strong ammo regeneration and movement stabilization but reduced accuracy.

firerate 472
deviation  3
recoil / ctrl 27 / 63
R/E time 2.5 / 0.25
perks - Fast Ammo Printing
 - Movement Stabilized

The A9 Infinite, also referred to as the *Infinite Repeater*, is an unlockable pistol available to all classes for 150 Data. It has a very large magazine and fast ammo regeneration, but is otherwise somewhat average.

## Characteristics

**Advantages:**

* Fast ammo regen so long as the magazine is not completely emptied
* Stable on the move

**Disadvantages:**

* Quick eject, but very slow full reload compared to other pistols
* Slightly below average accuracy

## Trivia

* This weapon is based off on 'FN Five-seveN'.
* It is reference from Keith Laimer's SF novel Bolo series. appeared to Main Battle Tank *Bolo*'s secondary weapon, 'Infinite repeater.'
Super 90

Super 90
4 / 40
Semi
A powerful shotgun with limited capacity.

damage 1.2x
heat / cool 0.85x / 1.00x
firerate 315
deviation  22
recoil / ctrl 40 / 78
R/E time 0.75s / 0.15s
perks - Critical Last Shot

The Super 90 is a fairly standard shotgun, with good damage output and a critical last shot. It reloads quickly, but has a small storage capacity in its chamber.

In Arena, it can be purchased for Breacher as a Series 4 weapon.

The abbreviation for this weapon is '12G.'

## Characteristics

**Advantages:**

* High damage per shot, last shot is a guaranteed critical hit
* Rapid reload

**Disadvantages:**

* Poor range
* Low magazine capacity and low max ammo

## Ammo

* Pickup: 18
* **Ballistic Scatter** Ammunition
	+ 12 Gauge Buckshot

* **Compatible Ammo**
	+ 12 Gauge Triple Slug
	+ 10 Gauge Power Bolt
	+ 12 Gauge Flechette
	+ 12 Gauge Dragon's Breath

## Perks

* Critical Last Shot
	+ Guaranteed critical hit on the last shot

## Notes/Tips

* Anything to increase reload/eject speed will be very helpful with this weapon.
* Last straw is a very useful attachment on the Super-90.
* 133.33...% increased drop chance for Breacher

## Trivia

* This weapon is based on the Benelli M4 Super 90 with collapsible stock
W21 Lever Action

W21 Lever Action
1 / 60
semi
A simple gun from simpler times.

damage 1.4x
heat / cool 1.00x / 1.00x
firerate 472
deviation  30
recoil / ctrl 40 / 60
R/E time 0.30s / 0.00s
perks - Movement Stabilized+

The W21 Lever Action is a shotgun that behaves as a less powerful version of the T 8-00-Gauge. In Arena, it can be purchased as Riot Guard, Breacher and Raider as a Series 2 weapon.

It can only be obtained in Legion Rising as a mystery boost item, if the player has the Arena Premium Upgrade DLC.

The abbreviation for this weapon is 'LEV.'

## Characteristics

**Advantages:**

* Really fast reload
* More accurate while moving

**Disadvantages:**

* Weapon needs to be fully ejected and reloaded every 8th shot

## Ammo

* Pickup: 16
* **Ballistic Scatter** Ammunition
	+ 12 Gauge Buckshot
* **Compatible Ammo**
	+ 12 Gauge Triple Slug
	+ 10 Gauge Power Bolt
	+ 12 Gauge Flechette
	+ 12 Gauge Dragon's Breath

## Perks

* Movement Stabilized+
	+ Very good accuracy while moving
Medium Solar Panel

From : Power Supply Buildings

 Health
 Power Produced
 Small Pipe
 Aluminium Plate
 Solar Cell
 Small Engine
 Pack of screws
 Electronics

The Medium Solar Panel is currently the highest level of power production available in the *Occupy Mars* Beta Playtest.

It produces power from 06:30 to 18:30 (6:30 AM to 6:30 PM).
It requires unlocking via the Medium Solar Panel technology within the Electricity Tech Tree after acquiring the Efficient Photovoltaics blueprint.

Once built, the panel can be connected to any power input (yellow port) via the use of Cable.

They can be improved to produce more energy with tech from the Electricity Tech Tree.

* More Efficient Panels I
* More Efficient Panels II

Each tech unlock increases power production by 20% of base (30 kW / 36 kW / 42 kW).

TIP: It is useful to keep the materials to build a medium solar panel (and the cable to connect it) in your Rover so you can charge it up on long exploration missions.
Medium Circuit Board

This is one of three types of printed circuit boards (PCBs) available in the game. It is a non-craftable and non-stackable item. It is used for crafting intermediate building blueprints and vehicles. It can be found in abandoned bases. It can be damaged if hit or during dust storms or other extreme weather. It can be repaired in the workbench, where one must manually repair the board. It can be removed manually from the device and replaced.

It is used in the following recipes (List is incomplete):

* Small Rock Crusher
* Greenhouse
* Small Dome
* Workshop
* Marstruck
* Rover
Medic FMG-9

Medic FMG-9
22 / 150
Auto
A lightweight SMG that grants stacking health regeneration on kills.

damage 0.8x
heat / cool 0.92x / 1.00x
firerate 687
deviation  18
recoil / ctrl 12 / 120
R/E time 2.50s / 0.40s
perks - Health Regen On Kills

- Weak
 - Lightweight (hidden)

The Medic FMG-9 is a somewhat weak SMG which gains infinitely stacking health regeneration to the user on kills (+0.05% hp/s per kill) that persists even if the weapon is dropped. This effect is halved after 10.00 (200 kills), at which point it will gain only +0.025% hp/s per kill. This effect is however multiplied by terror level (200 terror level = 2x regen gained.)

The abbreviation for this weapon is 'FMG.'

## Characteristics

**Advantages:**

* Kills grant a stacking increase to health regeneration
* Increases movement speed by ~25 while held

**Disadvantages:**

* Mediocre damage
* Bad ammo efficiency
* Slow reload cycle

## Ammo

* Pickup: 90
* **Ballistic Soft** Ammunition
	+ 9mm FMJ Basic
* **Compatible Ammo**
	+ 9mm Armor Piercing
	+ 9mm Hollow Point
	+ 9mm Soft Point

## Perks

* Health Regen On Kills
	+ Its primary perk grants an additional, permanent +(0.05 x difficulty%) health regen whenever an enemy is killed until a total of 10 (100 kills) health regen is reached after which the weapon only grants +(0.025 x difficulty%) health regen for subsequent kills. The health regen gained persists even after the weapon is dropped
		- In co-op the weapon will always give 0.05 health regen per kill
	+ Kills can also come from items or co-op partner, however you still need to be holding the weapon when this happens
	+ Overhead notifications are shown for every 1.0 total health regen gained
* Weak
	+ The weapon's performance is subpar compared to others of its class. This is balanced out with the strong perk of permanent health regeneration gain
* Lightweight(hidden)
	+ Increases movement speed by +15 whilst equipped

## Trivia

* The Medic FMG-9 is based off the ultra-compact Magpul FMG-9.
* This weapon replaced the original FMG-9 in Update 22, which had the same perks.
SS58 Plasma Charger

The SS58 Plasma Charger is a special plasma assault rifle with high headshot damage, 100% armor penetration and massive ammo regeneration.

The abbreviation for this weapon is 'CRGR.'

SS58 Plasma Charger
20 / 40
Auto
A plasma assault rifle for advanced users. Weak against shielded enemies.

damage 1x
heat / cool 0.45x / 0.25x
firerate 472
deviation  6
recoil / ctrl 20 / 120
R/E time 2.50s / 1.20s
perks - Fast Plasma Recharge
 - Reload Burns
 - Last Shot Spray

## Characteristics

**Advantages:**

* High damage per shot
* Extremely fast ammo regeneration
* Each plating on an enemy gets converted to 300 damage
* Ignores all armor

**Disadvantages:**

* Accuracy quickly degrades with prolonged firing
* High heat generation and poor cooling
* Reloading is extremely risky - ejecting will overheat the weapon, removing shields while also setting the player on fire
* Very poor against shielded enemies
* Recovers ammo **very** slowly from pickups; only 5 per pickup

## Ammo

* Pickup: 5
* **Plasma** Ammunition
	+ Fluid Plasma Chamber

## Perks

* Fast Plasma Recharge
	+ While there is ammo in the magazine, the ammunition quickly recharges after a short delay
	+ Affected by user ammo gain and increased by ammo regen
* Reload Burns
	+ Ejecting the magazine overheats the weapon, damaging the player
* Last Shot Spray
	+ Last shot fires 2 additional projectiles

## Notes/Tips

* Counts as a both an Assault Rifle and Special weapon for class bonuses/Custom Fitting attachment.
* The delayed ammo regeneration of the SS58 will also delay ammo regeneration effects from other sources.
* The Reload Vent attachment will still cause the weapon to overheat on ejection. This is because the running weapon heat is dumped on ejection first, then set above 100%, thus triggering the overheat.
* Unjamming the SS58 will immediately trigger its ammo regeneration with no delay.
* Base weapon heat is at 30%.
* Given the unique ammunition mechanics of the SS58, anything that can increase its magazine capacity in one way or another is a worthwhile investment, such as the Short Spring magazine attachment, which also prevents accidental ejections. It also has fairly high deviation, so anything that can offset that is a worthwhile investment as well.
* Due to plasma weapons being weak against shields, having a fusion weapon will help erode shields so you can open fire with this weapon at the now unshielded target(s).

## Trivia

* This weapon is based off the SA58 OSW, which is a modernized variant of the FN FAL.
* This weapon was formerly named SS58 Plasma Mod.
* A previous version of the weapon's model and texture had "WIP" (Work In Progress) written on the side of the magazine.
Titanium Eagle

Titanium Eagle
7 / 200
semi
A powerful pistol that rewards headshots, but requires good shot pacing.

damage 2x
heat / cool 1.1x
firerate 360
deviation  1
recoil / ctrl 65 / 57
R/E time 1.35s
perks - Headshot Stack Damage
 - Headshot Reset Recoil

The Titanium Eagle is a heavy pistol available to all classes to start if the player has the Arena Supporter Pack DLC or has referred 4 people to the game. It deals great damage with heavy recoil, and a small magazine. It can mitigate the recoil by getting headshots, and gains a temporary damage bonus from headshots as well.

The abbreviation for this weapon is 'TE.'

## Characteristics

**Advantages:**

* Powerful single shots with good accuracy
* Fast reload
* Temporary damage buff for each shot
* Recoil resets on headshot

**Disadvantages:**

* Low capacity
* Clumsy handling
* High recoil requires patient shooting for long range shots
* Perks are useless if not going for headshots.

## Ammo

* Pickup: 80
* **Ballistic soft** Ammunition
	+ .50 Magnum
* **Compatible Ammo**
	+ .50 Soft Point
	+ .50 Hollow Point
	+ .50 Armor Piercing

## Perks

* Headshot Stack Damage
	+ Temporary damage buff grants damage increase of 10% for 8 seconds. It also stacks, showing the amount of damage increasing buffs in the number besides the crosshair
		- The damage buff is not shown in the damage modifier (DMG MOD) but it is working
		- Headshots count even if its not a lethal hit. Thus one humanoid can potentially offer more than one effect of the buff
		- The stacks still decay when the weapon is holstered
* Headshot Reset Recoil
	+ A headshot resets the weapon recoil for a quick follow-up shot

## Notes/Tips

* There are 2 ways to acquire this weapon:
	+ Referring 4 people. This can be done through SYNTHETIK:Arena as well, enabling you to invite people with no additional cost.
	+ Buying the SYNTHETIK: Arena Supporter Pack here.

* The most efficient way to play is to aim for the head, just like with the Desert Eagle .50. The Sniper class can make great use of this weapon along with its headshot damage buffing modules and targeting laser to reduce the massive recoil

## Trivia

* The weapon is the Desert Eagle Mk. XIX with a rail mount on both top and bottom and an integrated muzzle break however with a slightly longer barrel than the Commando(Raider/Heavy Gunner) exclusive Desert Eagle .50 and an attached flashlight that servers as only a cosmetic.
* In game the weapon uses the .50 Magnum, however its real life counterpart is the .50 AE (Action Express) and there are variants chambered in .44 Magnum and .357.
Shrines

Shines are placed within levels at random and all have different functions.

Weapon Shop

Offers one to four weapons for sale in exchange for credits. Only one may be purchased. Weapon prices scale with rarity and rooms completed.
**Base prices**:

* Common: 600 credits
* Rare: 880 credits
* Epic: 1440 credits
* Legendary: 2000 credits

Service

**Offers a Service**:
* Weapon & Accessories
* Weapon Supply (M79 Grenade Launcher)
* Injury Treatment
* Test Medication
* Raise Alert Level
* Test Stimulants
* Donate Blood
* Gamble Credits
* Item Trade
* Self-Destructing Weapon
* Test the Nemesis Prototype

Alchemyst Station

Offers four items from its own unique pool mostly compromised of "Synergy" items, including: Elemental Resonance, Energy Link, Fire Water, Missile Control, Nitroglycerine, Lifeblood, Orb of Fusion, Orbital Relay, Refresher, Shaker, Shield Link, Trapper's Teleporter, Underbarrel Mod Chip

Item Upgrade

Allows the player to spend credits for incremental power upgrades to their passive and active items. The cost for each upgrade goes up based on the current power level of the item, maxing out at 2500 credits.

Item Shop

Offers one to four items for sale in exchange for credits. Only one may be purchased. Item prices scale with rarity and rooms completed. Tokened items cost slightly less.
**Base prices**:

* Common: 480 credits
* Rare: 640 credits
* Epic: 960 credits
* Legendary: 1280 credits

Curse

Allows the player to make a variety of sacrifices in exchange for a random reward and a Curse.

Quest

Asks if the player would like to accept a quest, with no details until accepting the offer. Completed quests always reward either a Weapon Upgrade Kit or an Android Upgrade Module, as well as XP and Credits.

Weapon Upgrade

Provides 6 stat upgrades to the currently equipped weapon for a large credit cost, starting at 1200 credits; costs scale with the number of stat upgrades currently on the weapon. At the most, no more than two uses are needed to fully upgrade a weapon.
Subsequent uses will permanently increase the weapon's damage by 1% each, starting at 320 credits. May be used unlimited times, with costs scaling with the number of damage upgrades currently on the weapon.

## Trivia

* The quest shrine is referred to as the "God Shrine" in the tab combat logs, and gives 120 xp + 25 credits when destroyed.
Gamemodes

Gamemodes are special modifiers given to players when they begin a run. They can be activated via the Prestige Shop, which can be unlocked with research.

Gamemodes cannot stack.

The potential gamemodes are as follows:

## Classic

* The standard mode, begins when no gamemode is selected. Does not change anything.
* Potential rewards for completing classic mode:
	+ Beating the Last Defender at 140% difficulty or higher will complete a class challenge, giving a permanent minor stat boost depending on the class played that applies to all classes.
	+ Beating the Last Defender at 200% difficulty or higher is a required step for each classes' insanity challenge.
		- The Insanity Challenge is a difficult challenge which is tracked individually for each class. Completing the challenge will reward the player with a permanent minor change to that class.

## Madness

* Unlocks after defeating the Last Defender once. Costs 100 data to begin a run with madness selected.
* Start with mildly boosted android stats and greatly increased terrorlevel.
* Intended to be a harder mode with a faster pace than classic.
* Beating the Last Defender at 140% difficulty or higher on this gamemode is a required step for each classes' insanity challenge.

## Hyper Adrenaline

* Unlocks after defeating the Last Defender twice. Costs 100 data to begin a run with hyper adrenaline selected.
* All damage dealt and received is 300% of normal. (Damage absorb is made to be -200 to start and damage output is made to be 300.)
* Everything is a matter of life and death.
* Beating the Last Defender at 140% difficulty or higher on this gamemode is a required step for each classes' insanity challenge.

## Tactical

* Unlocks after defeating the Last Defender twice. Costs 100 data to begin a run with tactical mode enabled.
* The player moves slower, with next to no shield. Start with slightly higher max health, healing starts at half power.
* Lowered firerate, increased heat generation and recoil, far longer dash cooldown.
* Humanoid enemies have greater health, and the player deals more damage to bosses.
* Start with a few random items from a small pool as well as the selected classes' core item.
* Start with 2000 credits, and all items have 200% power when picked up. However, normal item crates do not spawn.
* A slow and methodical approach is required to succeed unharmed.
* Beating the Last Defender at 140% difficulty or higher on this gamemode is a required step for each classes' insanity challenge.

## Daily Run

* Costs 0 data to begin, can be played once per day.
* Start with a random weapon, and two random items which replace the player's selected starting items, excluding their core item.
* The player also gains 30% more experience while playing in daily mode.
* A quick run to gain experience and data with little consequence.

## Loop

* More of a status effect than a gamemode, a stack of loop is gained upon entering the teleporter after the Last Defender fight. Another stack of loop is applied each subsequent floor.
* Loop is always applied regardless of the selected gamemode.
XM2 Coil Pistol

XM2 Coil Pistol
5 / 100
semi
Experimental coil pistol, fires 4 coils with a spread.

damage 1x
heat / cool 1.00x / 1.00x
firerate 473
deviation  15
recoil / ctrl 83
R/E time 2.20s / 0.40s
perks - 2% Coil Supercharge

The XM2 Coil Pistol is a punchy, low-capacity pistol that fires a volley of four bolts each time the trigger is pulled. It is available to Riot Guard and Breacher.

The abbreviation for this weapon is 'CP.' (Coil Pistol.)

## Characteristics

**Advantages:**

* Very high damage
* Good rate of fire
* Large damage against shields

**Disadvantages:**

* Bad spread
* Low range
* Low max ammo

## Ammo

* Pickup: 50
* **Ballistic scatter** Ammunition
	+ Accelerator Coil X4
* **COMPATIBLE AMMO**
	+ Accelerated Coil X1

## Perks

* 2% Coil Supercharge
	+ Has a 2% chance to deal 250% damage, affected by luck.

## Notes/Tips

* With Coil X1, the weapon has the highest damage of all handguns however it needs to be upgraded to be accurate enough to put that damage to good use.
M79 Terminator

M79 Terminator
1 / 7
Semi
A powerful single-shot grenade launcher.

damage 2.6x
heat / cool 1.00x / 0.60x
firerate 189
deviation  5
recoil / ctrl 40 / 150
R/E time 1.90s / 0.50s
perks - Plating Looter

The M79 Terminator is a single-shot grenade launcher that grants a chance of plating every 3 kills.

In Arena, it can be purchased for Demolisher as a Series 3 weapon.

The abbreviation for this weapon is 'M79.'

## Characteristics

**Advantages:**

* Powerful explosive grenades, deals 2 'hits' of damage per target in its AOE
* Grenade impact and explosion is guaranteed to inflict slow
* Plating gain

**Disadvantages:**

* Low max ammo
* Single Shot
* Slow reload
* Dangerous to use in confined spaces; grenade may bounce back into your face

## Ammo

* Pickup: 4
* **Explosive** Ammunition
	+ 40mm Bouncing Grenade
	+ 40mm Impact Grenade
* **Compatible Ammo**
	+ 40mm Rubber Grenade

## Perks

* Plating Looter
	+ Perk grants a 20% chance of gaining plating every 3 kills affected by luck and scavenging.

## Notes/Tips

* 800% increased drop chance for Demolisher

## Trivia

The M79 is a classic grenade launcher, albeit with an apparently synthetic stock as opposed to wood, whilst the "Terminator" part of the name is likely in reference to the fact it was featured heavily in Terminator 2: Judgment Day.
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AKS-74U

AKS-74U
20 / 90
Auto
A compact assault rifle/submachine gun with low accuracy.

damage 1.12x
heat / cool 0.95x / 1.00x
firerate 582
deviation  10
recoil / ctrl 10 / 45
R/E time 1.85s / 1.00s
perks - 5 Kills Grant Critical Buff

The AKS-74U is a standard SMG with decent damage output, but a small magazine. It grants a critical chance buff every few kills.

The abbreviation for this weapon is 'AKS.'

## Characteristics

**Advantages:**

* Critical buff on 5 kills

**Disadvantages:**

* High deviation
* High recoil
* Low magazine capacity and max ammo

## Ammo

* Pickup: 55
* **Ballistic Soft** Ammunition
	+ 5.57mm Kaida SC
* **Compatible Ammo**
	+ 5.57mm Acid
	+ 5.57mm Armor Piercing
	+ 5.57mm Hollow Point
	+ 5.57mm Soft Point

## Perks

* 5 Kills Grant Critical Buff
	+ Every fifth kill grants a short-duration 10% critical chance buff for 12 seconds.
	+ Each buff overlapping and not stacking meaning that while a buff is active another can trigger but it won't give any benefits however when the first one expires the second one is still active.

## Notes/Tips

* This weapon counts as both an Assault Rifle and an SMG for class bonuses/Custom Fitting attachment.
Raider Scrap Cannon

Raider Scrap Cannon
26 / 80
Semi
A shotgun-like weapon that can charge up to shower enemies with steel nails.

damage 2x
heat / cool 0.90x / 1.10x
firerate 189
deviation  10
recoil / ctrl 40 / 30
R/E time 2.70s / 1.00s
perks - Charging-Up Pellets

- Charging-Up Damage

- Scrap Plating

The Raider Scrap Cannon is a shotgun/special weapon that charges up to fire multiple steel nails, behaving similarly to the Pressurized Impaler. Each nail loaded into the gun increases damage and pellet count, there is no limit to how many nails can be loaded.

In Arena, it can be purchased for Riot Guard as a Series 5 weapon.

In Legion Rising, it can be found the same as any other weapon if the player has the Arena Premium Upgrade DLC.

The abbreviation for this weapon is 'SC.'

## Characteristics

**Advantages:**

* High power, able to dispatch most enemies in one shot when charged

**Disadvantages:**

* Requires a charge-up before firing, expending valuable time in combat
* High heat generation while charging

## Ammo

* Pickup: 80
* **Ballistic scatter** Ammunition
	+ Steel Nail 45x7mm
* **COMPATIBLE AMMO**
	+ Steel Screw 45x7mm

## Perks

* Charging-Up Pellets
	+ User can charge up additional scrap by holding the fire button
* Charging-Up Damage
	+ Charging the weapon up to a maximum of 10 shots increases pellet count and buffs damage up to 200%
* Scrap Plating
	+ Increases plating cap by 2 while in possession

## Notes/Tips

* Making this weapon automatic via the Hair Trigger attachment removes the ability to charge shots.
* Counts as both a Shotgun and a Special weapon for class bonuses

* Ammo regeneration significantly increases the damage potential of the Scrap Cannon, making it possible to one or two-shot bosses.
* It is possible to charge shots and swap to another weapon. Upon returning to the scrap cannon the charged shots will be fired. Pairing this with Fast Sling can make it a devastating holdout weapon.
Big Wind Turbine

This is from the Electricity Tech Tree. It is a direct upgrade from the wind turbine, not just in size but also in power generation. It produces 6 kW/h during the day and night using the wind. This is increased during dust devils and dust storms.

To build it, it requires the following materials:

* 8 Small Pipe
* 4 Aluminum Plate
* 2 Small Engine
* 50 Pack of screws
* 6 Electronics

As described from the Knowledge Section of the Tablet:

"Wind turbines designed for the atmospheric conditions prevailing on the Red Planet. Initially, the wind turbines, whose design was considered for use on Mars, underwent tests in Antarctica. Only after obtaining the required results was it possible to introduce turbines on an extraterrestrial planet. Their advantage lies in the fact that they generate a significant amount of energy during dust storms when solar panels do not have access to sunlight. This project has been expanded. Initially, this solution was categorized as risky, but it turned out to be perfectly suited for the intended location."

The following is a prerequisite to unlock for the Electricity Tech Tree:

* Medium Solar Panel
Spectre

Spectre
25 / 160
Auto
A slow-firing, average-capacity sub machine gun with soft point ammunition.

damage 0.9x
heat / cool 0.92x / 1.00x
firerate 630
deviation  8
recoil / ctrl 30 / 132
R/E time 1.65s / 0.50s
perks - Custom Ammo Supplier
 - 75 Kills Upgrade
 - 7 Dodge Chance

The Spectre is a fairly standard sub machine gun that comes with soft point ammunition. Its stats increase after achieving 75 kills whilst holding/using it, and grants 7 dodge to the user so long that it is in their backpack.

In Arena, it can be purchased for Assassin as a Series 3 weapon.

The abbreviation for this weapon is 'SPC.'

## Characteristics

**Advantages:**

* Default soft point ammo has a chance to briefly stun enemies on hit
* Gets upgraded once after 75 kills
* Relatively quick reload compared to other SMGs
* Dodge bonus

**Disadvantages:**

* Poor accuracy
* Relatively low fire rate for an SMG
* Default soft point ammo deals slightly less damage than regular ammo

## Ammo

* Pickup: 85
* **Ballistic Soft** Ammunition
	+ 9mm Soft Point
	+ 9mm FMJ Basic
* **Compatible Ammo**
	+ 9mm Armor Piercing
	+ 9mm Hollow Point

## Perks

* Custom Ammo Supplier
	+ Gives Soft point ammo type for every weapon
* 75 Kills Upgrade
	+ Stats upgrade on scoring 75 Kills whilst holding it give the following bonuses
		- 10% Firerate
		- 15% Damage
		- +10 Ammo from ammo pickups
		- -4 Recoil
		- -2 Deviation
* 7 Dodge Chance
	+ Grants +7 to Dodge Chance while in the player's possession

## Trivia

* The Spectre is named for and resembles the Italian-made Spectre M4 SMG.
QBZ Type Las

QBZ Type Las
25 / 120
Semi
A semi-auto and burst hybrid laser rifle

damage 0.9x
heat / cool 0.80x / 0.45x
firerate 630
deviation  3
recoil / ctrl 21 / 30
R/E time 1.25s / 0.75s
perks - Hi-Power First Shot

- Burst at 33% / 66% Heat
 - Heat Firerate & Recoil (hidden)

The QBZ Type LAS is a laser rifle with a strong first shot. It starts as a semi-auto, becoming a two-round burst at 33% heat and a three-round burst at 66% heat.

The abbreviation for this weapon is 'QBZ.'

## Characteristics

**Advantages:**

* Low deviation
* Becomes burst-fire at higher heat levels
* First shot/burst in magazine deals 300% damage
* Fire rate increases with heat

**Disadvantages:**

* Slow cooling
* Low damage per shot

## Ammo

* Pickup: 45
* **LASER** Ammunition
	+ Laser Cell
* **COMPATIBLE AMMO**
	+ Lithium Cell

## Perks

* Hi-Power First Shot
	+ First shot after a reload deals 300% damage
* Burst at 33% / 66% Heat
	+ Over 33% heat the weapon fires 2 shot burst with a single trigger pull
	+ Over 66% heat the weapon fires 3 shot burst with a single trigger pull
* Heat Firerate & Recoil (hidden)
	+ With higher heat the firerate increases and deviation is less affected

## Notes/Tips

* The Hair Trigger attachment will increase DPS significantly by allowing fully automatic fire at the listed fire rate

## Trivia

* It is based off the QBZ-95 weapon family
* This weapon was added with update 24, as one of three guns relating to Asian countries due to the game releasing in those regions during U24. This weapon is the Chinese rifle.
TEC-9.95 Personal

TEC-9.95 Personal
16 / 200
semi
Fast firing pistol with good magazine size, reduced accuracy and potential full auto upgrade

damage 1x
heat / cool 1.00x / 1.00x
firerate 540
deviation  8
recoil / ctrl 15 / 45
R/E time 1.80s / 0.30s
perks - 100 Kills Full-Auto Upgrade

The TEC-9.95 Personal is a ballistic pistol available for all classes. It can be unlocked by subscribing to the newsletter and enter the code included with the e-mail. It sports a large magazine, and can upgrade itself to become full-auto upon racking up 100 kills.

The abbreviation for this weapon is 'TEC-9.'

## Characteristics

**Advantages:**

* Relatively large magazine
* Great movement accuracy

**Disadvantages:**

* Low accuracy
* Weak damage

## AMMO

* Pickup: 80
* **Ballistic soft** Ammunition
	+ 10mm FMJ
* **Compatible Ammo**
	+ 10mm Soft Point
	+ 10mm Armor Piercing
	+ 10mm Hollow Point

## Perks

* 100 Kills Full-Auto Upgrade
	+ Gains full-auto after earning 100 kills with the gun

## Trivia

* It is based off the real life TEC-9 pistol, and despite being modeled with what seems to be a ~20 round magazine, there's only 16 rounds per magazine without variants/attachments/upgrades.
'Road Warrior'

'Road Warrior'
2 / 30
Auto
A powerful sawnoff double-barrel shotgun that grows in power as its wielder uses it to slay Elite foes.

damage 1.8x
heat / cool 0.8x / 1x
firerate 630
deviation  25
recoil / ctrl 70 / 39
R/E time 1.40s / 0.30s
perks - Hunting Big Game

- Elite Damage+

The Road Warrior is an incredibly powerful double barrel shotgun that can fire both barrels within a fraction of a second. It deals extra damage to elite enemies and gains even more base damage when killing elite enemies.

In Arena, it can be purchased for Breacher as a Series 5 weapon.

The abbreviation for this weapon is 'DB.'

## Characteristics

**Advantages:**

* Devastating firepower
* Fast firerate and high burst DPS
* Gets stronger with every elite kill, maxing out at 25% extra damage and 10 more max ammo

**Disadvantages:**

* Extremely low mag size

## Ammo

* Pickup: 12
* **Ballistic Scatter** Ammunition
	+ 12 Gauge Buckshot

* **Compatible Ammo**
	+ 12 Gauge Triple Slug
	+ 10 Gauge Power Bolt
	+ 12 Gauge Flechette
	+ 12 Gauge Dragon's Breath

## Perks

* Hunting Big Game
	+ A maximum of 5 stat increases can be gained from the Hunting Big Game module.
	+ For each 10 rank 1/2 Elite enemies killed with this weapon, it gains the following stat increases:
		- 5% damage
		- +2 max ammo
* Elite Damage+
	+ 15% more damage to rank 1/2 elite enemies.

## Notes/Tips

* If the weapon comes in a variant that reduces magsize, it will still have two mag capacity but only one shell loaded to start.

* Due to the Road Warrior's increased damage against elite enemies, the Silver Bullet Alloy attachment can add more to the anti-elite specializations of the weapon.
* Tri-Bolt-Carrier makes this weapon significantly worse by adding only 2 pellets while making it lose damage, a second shot and waste ammo unless you're using the specialized ammo 10 Gauge Power Bolt.
* The weapon has a higher drop chance and to be up for sale in weapon shops for Breacher.

## Trivia

* This weapon's name is a reference to the movie '*Mad Max 2: The Road Warrior*,' and is the signature weapon of the protagonist, *Max Rokatansky*.
Kaida Medic ACR-X

Kaida Medic ACR-X
25 / 180
Auto
An accurate and stable Kaida Corp. assault rifle that grants health regen and improved healing from all sources.

damage 1.05x
heat / cool 1.00x / 1.00x
firerate 540
deviation  3
recoil / ctrl 18 / 105
R/E time 1.60s / 0.45s
perks - Stimpack on Healing

- 5 Health Regeneration

The Kaida Medic ACR-X is a strong assault rifle with all-round good stats. It grants the user +5hp/s if in their inventory, and grants a stim pack buff after strong healing instances.

The abbreviation for this weapon is 'ACR.'

## Characteristics

**Advantages:**

* Good balance of accuracy, power, and capacity
* Grants Health Regen
* Stimpack

**Disadvantages:**

* Can burn through ammo quickly in later stages
* High heat generation

## Ammo

* Pickup: 90
* **Ballistic Soft** Ammunition
	+ 5.57mm Kaida SC
* **Compatible Ammo**
	+ 5.57mm Acid
	+ 5.57mm Armor Piercing
	+ 5.57mm Hollow Point
	+ 5.57mm Soft Point

## Perks

* Stimpack on Healing
	+ Grants a stimpack temporary buff on healing
		- The stimpack effect is the same as the commando class's stim starting item.
		- Lasts 6 seconds upon healing 100 or more health with a 20 seconds cooldown affected by buff duration
* 5 Health Regeneration
	+ Grants +5 Health Regen while in the player's possession

## Trivia

The ACR-X is based off the Remington Adaptive Combat Rifle, and uses a Magpul PMAG fitted with a Magpul PMAG Ranger Plate.
RRX Coil Shotgun

RRX Coil Shotgun
8 / 60
Semi
A magnetic accelerator shotgun that fires four projectiles at once.

damage 1x
heat / cool 1.00x / 1.00x
firerate 378
deviation  15
recoil / ctrl 30 / 39
R/E time 0.75s / 0.15s
perks - 7% Coil Supercharge
 - Charge Damage Increase

The RRX Coil Shotgun is a shotgun that fires high-velocity coils with a chance for a 'supercharged' shot. Each supercharged shot increases its damage and heat generation, making it incredibly strong after extended usage.

In Arena, it can be purchased for Riot Guard as a Series 4 weapon.

The abbreviation for this weapon is 'CG.'

## Characteristics

**Advantages:**

* Good range and highly accurate, for a shotgun
* Good magazine capacity
* Rapid reload
* Increasing damage potential

**Disadvantages:**

* Fewer projectiles reduce effectiveness at close range compared to other shotguns

## Ammo

* Pickup: 26
* **Ballistic scatter** Ammunition
	+ Accelerator Coil X4
* **COMPATIBLE AMMO**
	+ Accelerated Coil X1

## Perks

* 7% Coil Supercharge
	+ 7% chance to fire a supercharged shot, dealing 250% more damage
		- Affected by luck
* Charge Damage Increase
	+ Each supercharged shot permanently increases damage by 1% and heat by 1%
		- Increases damage by 0.5% and heat by 1% above 25 stacks (1.25x heat)
		- Increases damage by 0.5% above 50 stacks (1.50x heat); no longer increases heat

## Notes/Tips

* This weapon is a good investment early on as it grows stronger with use over time however it is lacking if found later in game.
* 133.33...% increased drop chance for Breacher

## Trivia

* The weapon is based off of the Remington 870 Modular Combat Shotgun with a collapsible stock.
Aluminium Plate

## Aluminium Plates

### Introduction

Aluminium Plates are a type of building material. These form the basic ingredients to craft larger items

### How to Create

To create Aluminium plates, you will first need to obtain 10 Aluminium Ores. Place these 10 Aluminium Ores into either the 3D printer or the Large Crusher. Once placed, select the blueprint and print.

Aluminium Plates can also be found in abandoned bases and crates, or collected from scrapping materials with the Grinder.
FMG-9 Personal

FMG-9 Personal
20 / 120
Auto
A lightweight SMG.

damage 0.7x
heat / cool 1.00x / 1.00x
firerate 687
deviation  20
recoil / ctrl 12 / 120
R/E time 2.50s / 0.40s
perks - Lightweight (hidden)

The FMG-9 Personal is an SMG that grants a small movement speed buff while held. It has weak stats all around, and is the worst available SMG.

In Arena, it can be purchased as Assassin, Raider and Engineer as a Series 1 weapon.

In Legion Rising, it can only be obtained from the mystery boost if the player has the Arena Premium Upgrade DLC.

The abbreviation for this weapon is 'FMG.'

## Characteristics

**Advantages:**

* Good fire rate
* Faster movement

**Disadvantages:**

* Slow reload cycle
* Burns through ammo quickly
* Low accuracy

## Ammo

* Pickup: 80
* **Ballistic Soft** Ammunition
	+ 9mm FMJ Basic
* **Compatible Ammo**
	+ 9mm Armor Piercing
	+ 9mm Hollow Point
	+ 9mm Soft Point

## Perks

* Lightweight(hidden)
	+ Increases movement speed by +15 whilst equipped

## Notes/Tips

* This weapon can be obtained only from Mystery reward or in arena

## Trivia

* The FMG-9 is based off the ultra-compact Magpul FMG-9.
SPAS 12

SPAS 12
6 / 50
Semi
A good all-rounder that comes with incendiary ammunition by default.

damage 0.95x
heat / cool 0.65x / 1.00x
firerate 315
deviation  32
recoil / ctrl 25 / 39
R/E time 1.15s / 0.20s
perks - Custom Ammo Supplier

- First Shot Choke

The SPAS 12 is a fairly standard shotgun that uses incendiary ammunition, which is then made available to all compatible weapons. The first shot in a magazine has low deviation.

In Arena, it can be purchased for Riot Guard, Breacher and Raider as a Series 3 weapon.

The abbreviation for this weapon is 'S12.'

## Characteristics

**Advantages:**

* Good balance of power, fire rate, etc.
* Quick reload
* Default ammo reliably inflicts Burn damage over time on targets
* First shot in the magazine has low deviation

**Disadvantages:**

* Weak against armor
* Weaker headshots

## Ammo

* Pickup: 18
* **Ballistic Scatter** Ammunition
	+ 12 Gauge Dragon's Breath
	+ 12 Gauge Buckshot

* **Compatible Ammo**
	+ 12 Gauge Triple Slug
	+ 10 Gauge Power Bolt
	+ 12 Gauge Flechette

## Perks

* Custom Ammo Supplier
	+ Gives Incendiary ammo type for every weapon
* First Shot Choke
	+ The first shot in magazine is extremely accurate and ignores deviation, instead taking the recoil +25% as the deviation.

## Notes/Tips

* 133.33...% increased drop chance for Breacher

## Trivia

* Based on the Franchi SPAS-12, an iconic combat shotgun that has been featured in many movies, TV shows, and video games.
* In reality, Dragons Breath rounds are "pyrotechnic" rounds, more like fireworks; firing them generates a massive blast of flame from the shotgun's barrel. They are still *quite* capable of lighting things on fire, though.
AS-VAL

AS-VAL
20 / 80
Auto
A suppressed, rapid-fire rifle with hypersonic ammunition

damage 1.1x
heat / cool 1.15x / 1.00x
firerate 630
deviation  2
recoil / ctrl 12 / 60
R/E time 2.00s / 0.40s
perks - Custom Suppressor
 - Plating Looter
- +25% Headshot bonus (Hidden)

The AS-VAL is a suppressed marksman's rifle with a internal silencer, although it would initially appear to be an assault rifle. It is very effective at all ranges, gaining plating from kills.

In Arena, it can be purchased for Assassin as a Series 5 weapon.

The abbreviation for this weapon is 'VAL.'

## Characteristics

**Advantages:**

* Accurate, good control
* Hypersonic ammo has light armor penetration and a 7% chance for 50% bonus damage
* Provided Hypersonic and Kurz ammo types have piercing capabilities
* Shorter detection radius

**Disadvantages:**

* Relatively low max ammo for an assault rifle type weapon
* Very low ammo gain
* Builds up heat quickly
* Fairly slow reload

## Ammo

* Pickup: 40
* **Ballistic Armor-Piercing** Ammunition
	+ 8.8mm Hypersonic
	+ 8.8mm Kurz
* **Compatible Ammo**
	+ 8.8mm Acid
	+ 8.8mm Armor Piercing
	+ 8.8mm Cataclysmic (Hollow Point)

## Perks

* Custom Suppressor
	+ Can use the "8.8mm Hypersonic" ammo type
* Plating Looter
	+ Looter perk grants a 10% chance of gaining plating every 3 kills
		- Affected by luck and scavenging
* +25% Headshot Bonus (Hidden)

## Notes/Tips

* Given its reduced detection range and ability to gain plating on kills, the AS VAL is a very powerful weapon for Hyper Adrenaline mode. Additionally, the drastically increased damage output will help conserve ammo, allowing the weapon to be used more frequently.
* Also counts as a Marksman weapon for class bonuses

## Trivia

* Based off of the real-life AS Val, which is a Russian-made special purpose assault rifle, with an integral suppressor and custom subsonic ammunition, to ensure it makes as little noise as possible.
UMP-10 Tornado

UMP-10 Tornado
20 / 160
brst 4
A burst-fire fusion SMG that regenerates shields and grants increased max shields.

damage 1.2x
heat / cool 0.92x / 1.00x
firerate 720
brst delay 0.30s
deviation  5
recoil / ctrl 21 / 150
R/E time 1.75s / 0.50s
perks - +Shield On Hit

- +75 Max Shield

The UMP-10 Tornado is a burst fusion SMG that gives great bonuses to the player's shield. It gives a flat +75 max shield when held or holstered, and will regenerate shield on weapon hits.

In Arena, it can be purchased for Riot Guard as a Series 4 weapon.

The abbreviation for this weapon is 'UMP.'

## Characteristics

**Advantages:**

* Restores shields
* Increases max shield
* High control

**Disadvantages:**

* Burst-fire can quickly burn through ammo against weakened enemies
* Low magazine size, limited even more by burst-fire
* Relatively inaccurate at base level

## Ammo

* Pickup: 85
* **Fusion** Ammunition
	+ Fusion Charge
* **Compatible Ammo**
	+ Cold Fusion Charge

## Perks

* +Shield On Hit
	+ Hits refresh 5% shield based on player's shield regeneration stat (does not trigger shield regen)
* +75 Max Shield
	+ Grants 75 max shield to the user if this weapon is in the player's possession

## Trivia

* This weapon is based off of the H&K UMP line of sub-machine guns
SYNTHETIK Wiki/editcopy

Welcome to SYNTHETIK Wiki

 1985. After many years of slavery, the AI servants of Kaida Corporation, the world leader in robotics, have formed the "Machine Legion" and have set out to destroy humanity. Awakening in Kaida Corp. Headquarters, you are the human consciousness of a forgotten Android prototype; the last straw holding the Legion from unleashing the Heart of Armageddon. Only you can battle through the levels of Kaida Corporation's Headquarters, defeat the battalions of enemies within and put an end to this madness.

Character Classes

Riot GuardBreacher
SniperAssassin
RaiderHeavy Gunner
EngineerDemolisher

Wiki Navigation

Basics
Difficulty
Research
CharacterTips and Tricks

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**Wiki Community**

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K3 Boltcaster SMG

K3 Boltcaster SMG
12 / 100
Auto
An automatic bolt launcher that shoots arrows at a quick pace.

damage 0.55x
heat / cool 0.75x / 1.00x
firerate 344
deviation  3
recoil / ctrl 19 / 54
R/E time 2.40s / 0.65s
perks - 10% Double Shot Chance

The K3 Boltcaster SMG is a special SMG that fires tungsten bolts. It suffers from a small magazine size (for an SMG), limited max ammo and slow reload time. It has a small chance to shoot 2 arrows.

In Arena, it can be purchased for Assassin as a Series 4 weapon.

The abbreviation for this weapon is 'BC.'

## Characteristics

**Advantages:**

* Fairly powerful per-hit
* If acquired, shock arrows inflict short-duration stuns on enemies, which can be stacked to increase duration
	+ As a result, the weapon is capable of stunlocking almost every enemy type in the game
* Low heat

**Disadvantages:**

* Limited magazine capacity and max ammo

## Ammo

* Pickup: 50
* **Ballistic Armor-Piercing** Ammunition
	+ Tungsten Arrow
* **Compatible Ammo**
	+ Poison Arrow (Poison/Acid)
	+ Shock Arrow (Soft Point)

## Perks

* 10% Double Shot Chance
	+ 10% chance to shoot 2 arrows instead of 1

## Notes/Tips

* The duration of a stun is indicated by the visibility of a blue glow around the stunned enemy (more visible = longer duration)
* Bosses are stunned for shorter durations; stuns will interrupt their attacks and inflict slow instead
* Counts as both an SMG and a Marksman rifle, making it particularly strong with Sniper's level 20 class talent

* Acquire Shock Arrows as soon as possible through soft point ammo sources (playing as a level 5+ Riot Guard is the easiest, since you start with soft point ammo)
	+ Increase the duration of stuns by using the Weapons Master module on Guardian classes or recycling the Tsunami Talisman item
* The Hyper Accelerator attachment will allow multiple enemies to be stunned at once through piercing

## Trivia

* Prior to Update 17, Tungsten Arrows were guaranteed to stun and came as default ammo, which allowed the Boltcaster to outperform a vast majority of the game's weapons at base level due to its potential to stunlock enemies and accessibility as a common rarity weapon
* This weapon was formerly named K3 Auto Boltcaster
* This weapon's design is based off of the Magpul PDR
* In 25.2 the weapon had a bug where the firerate is randomized constantly.
SYNTHETIK Wiki

Welcome to SYNTHETIK Wiki

 1985. After many years of slavery, the AI servants of Kaida Corporation, the world leader in robotics, have formed the "Machine Legion" and have set out to destroy humanity. Awakening in Kaida Corp. Headquarters, you are the human consciousness of a forgotten Android prototype; the last straw holding the Legion from unleashing the Heart of Armageddon. Only you can battle through the levels of Kaida Corporation's Headquarters, defeat the battalions of enemies within and put an end to this madness.

Character Classes

Riot GuardBreacher
SniperAssassin
RaiderHeavy Gunner
EngineerDemolisher

Wiki Navigation

Basics
Difficulty
Research
CharacterTips and Tricks

Weapons
Attachments
Variants
Ammo

Items
Chests
Shrines
Pickups
Artifacts
Gamemodes
Floors
Enemies
BossesEvents/Quests

**Wiki Community**

 We are currently maintaining 1,098 pages (146 articles)!

Recent changes | New pages | Missing pages

How to help
 : See how you can help contribute to SYNTHETIK Wiki!
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