This article currently has one or more unidentified weapons.
If you can help identify any of the weapons labelled "unknown," please do so.
Official PS4 Boxart
||November 14th, 2019 (PC, Worldwide)|
November 15th, 2019 (Europe/Australia, PS4/XB1)
January 7th, 2020 (USA, PS4/XB1)
Terminator: Resistance is an FPS game set in the "Future War" era briefly glimpsed in The Terminator and Terminator 2, a time period not seen in FPS gaming since 1996's SkyNET by Bethesda Softworks. The game takes place in a post-apocalyptic Los Angeles in 2029, more than three decades after Judgment Day, a worldwide nuclear holocaust that happened on August 29, 1997. In this ruined world, Jacob Rivers, a Private in the human Resistance and the player character, becomes the sole survivor of his division during a massive attack by Skynet, the AI responsible for ending the world, and its robotic army. Forced to join a band of human scavengers just to survive and escape, Jacob Rivers soon discovers himself to be a major target for Skynet, and has no choice but to find the rest of the Resistance in order to take the fight--and the world--back from the genocidal Machines.
The following weapons are used in the video game Terminator: Resistance:
WARNING! THIS PAGE CONTAINS SPOILERS!
The game allows the player character to store a limited number of weapons in a grid-based inventory system, as well as to carry four weapons in a "weapon wheel" for quick access, similar to the wheel-based inventory system seen in Grand Theft Auto V. Long guns (with the exception of the ingame Uzi) take up two inventory spaces, handguns take up only one inventory space, and grenades, ammunition of any kind, and explosive devices all take up only one inventory space for each kind of item that can be stacked as far as the player likes. Iron sights, scopes, and recoil-based muzzle climb are all implemented in the game, but most weapons lack chambering or readying animations (cocking the hammer, setting a safety to off, etc.) when reloaded or being drawn. Ballistic weaponry also does not track the additional round in the chamber which should realistically be included when reloading closed-bolt weapons that are not currently empty. Grenades go in their own "Offensive Item" slot which is separate from the weapon wheel but allows the player to use them at a moment's notice regardless of which weapon is currently equipped.
The game also has an RPG-esque progression system with experience points earned towards character levels that each grant a "Skill Point" to be spent on ingame skills that govern everything from weapon damage, to the items the player character can craft, to how stealthy the player character is, etc. Weapon damage ingame is generally affected by the Weapons Skill Level possessed by the player, with some exceptions. If a weapon is affected by a specific skill or requires a specific level of skill to be used, this will be mentioned in a weapon's own section.
Being set in a post-apocalyptic future timeline where fiat currency and precious metals have become worthless, the currency used by both ingame shops is "Trade Resource Units" (TRUs), "Trade Resources" being much of the bric-a-brac lying around post-apocalyptic Los Angeles that isn't a crafting component, such as non-perishable food, potable water and beverages, laundry detergent powder, shampoo, cigarettes, edible rat corpses, etc., that the player can scavenge, each piece of Trade Resource being worth a differing value depending on the difficulty level selected. Each weapon's price is listed in its own entry.
The weaponry listed here is sorted in the order it can be found or obtained in the game. It should also be noted that the game uses filters to emulate the look of a film being watched, including simulated film grain and chromatic aberration that can be seen in the following screenshots.
Note: As was the case in the first two Terminator films, ballistic weaponry in this game cannot harm Terminators of any type, nor can they harm the Hunter-Killer (HK) vehicles or the T-47 Combat Walkers. Also, all ingame ballistic weapons (with the exception of the M1911 Pistol) lack chambering animations while reloading, and are never seen to eject spent shell casings while firing.
The Auto-Ordnance M1911A1, simply named the "M1911 Pistol," is the first firearm available to the player within the game, and also the first firearm that the player must obtain. It has a nine-round magazine capacity (implying that it is chambered in 9x19mm, which is confirmed by details on its ammunition pickup item), sports an odd two-dot sighting system (see below), and uses ingame Small Caliber Ammunition. The M1911A1's low stats and limited magazine capacity more or less restrict its use to the tutorial level or being an emergency sidearm in later levels. However, it is also the only firearm in the game to feature a hammer-cocking animation and a slide-racking animation, as similar animations are missing from other ingame guns. It is also the most accurate firearm in the game when not using iron sights, which is somewhat unrealistic since, as a handgun, it lacks the additional points of contact a long gun would possess for more accuracy. No NPCs use the M1911A1 ingame, but several NPCs do sport pistol-scale holsters that are always depicted as empty, implying that they were originally going to be equipped with the handgun.
The M1911A1 is available right from the beginning of the game, or can be purchased from the Scavengers' supply locker for a meager 50 TRUs, or 150 TRUs from the Resistance Shelter Armoury. Its identity as an Auto-Ordnance M1911A1 is evidenced by the slanted cocking serrations on its slide.
"A standard-issue Resistance handgun."
The first and only place in the game where the M1911A1 can be picked up inside a level for free. Near the gun are a Medkit I and some Small Caliber Ammunition, all implied to be left behind by the Stranger who contacted Jacob Rivers via radio.
After internally thanking the mysterious Stranger for his strange generousity, Pvt. Jacob Rivers sets out onto the streets of post-apocalyptic Pasadena with his newly-acquired M1911 Pistol, cocking its hammer while drawing it. Jacob Rivers will always cock the hammer when drawing this handgun, but never decocks it when holstering the handgun. It is not possible to holster the weapon in a "cocked-and-locked" fashion ingame.
Being a trained Resistance soldier, Jacob Rivers knows to point his gun in a safe direction when meeting those who might be friendlies, showing more details on the slide. Here he is looking at Colin the Scavenger who is holding an M16A4 Rifle. Closer inspection of the M1911A1's slide in this shot reveals its 3D model to be the same as the one used in Freeman: Guerrilla Warfare
, due to the "HEDEN GUN CO. INC" text.
Not one to trust what might come out of a dark hallway, Jacob Rivers readies his M1911A1. The iron sights seen here are an odd two-dot configuration with dots only on the rear sight, with no corresponding dot on the front sight to aid in target acquisition. Either the 3D model's developers did not remember to add a third dot to the front sight, or else they based the 3D model on an M1911A1 with an aftermarket rear sight but with a stock front sight.
Having destroyed a Skynet Plasma Container in the distance, Jacob Rivers drops out the magazine in his M1911A1 while reloading it. One of the round-count holes in the magazine is visible, which is a nice detail from the developers.
After taking a bit of advice from a wall, Jacob Rivers racks the slide on his M1911A1 after reloading it. This is the only animation of its type in the game; no other ingame ballistic weapon has an equivalent chambering animation.
While exploring the Warehouse District of post-apocalyptic Los Angeles, Jacob Rivers remembers to point his M1911A1 in a safe direction while sprinting.
Jacob Rivers firing his M1911A1 at a robotic Spider Scout, going for the weakpoint on its red eyes. As a nice touch, the hammer does move while firing the handgun.
Should Jacob Rivers follow a specific order, he will use the M1911A1 to dispose of another character, even if the player discarded or sold the M1911A1 earlier ingame. This cutscene is also the only opportunity given to the player to kill a human being in the game, as opposed to a Skynet Machine.
In the final chapter of the game, a certain very important person is depicted with a pistol-sized holster on his hip, implying that it was originally intended for the M1911A1.
The Uzi in its full-size submachine gun configuration appears in the game, referred to ingame as the "Uzi SMG." Dealing slightly more damage than the M1911 Pistol, the ingame Uzi has an incorrect magazine capacity of 30 rounds (real Uzis were not issued with 30-round magazines but with 25-round or 32-round ones instead) of Small Caliber Ammunition and is restricted to fully-automatic fire. No NPCs use it ingame. It also sports an extendable metal stock that cannot be extended. Whether the ingame Uzi is open bolt or closed bolt cannot be determined as the weapon lacks any sort of charging animation for this weapon, but the ingame version's charging handle does reciprocate when firing, while the real-life Uzi's does not. Its presence in the game is clearly a reference to the Uzi's appearance in the first film of the series.
The Uzi can be obtained for free in the first level if the player makes a certain choice; otherwise, it is available from the Scavengers' supply locker for 100 TRUs, or from the Resistance Shelter's Armoury for 300 TRUs.
IMI Uzi with buttstock collapsed - 9x19mm
"Fully automatic. Close to mid-range weapon."
The UZI-NINE-MILLIMETAH in the Resistance Shelter's Armoury. The Uzi is a unique weapon in that it cannot be picked up from ingame levels unless the player drops one; it can only be bought at ingame stores or received for free from NPCs.
Jacob Rivers takes a moment to look at his Uzi SMG by firelight. The left side of the weapon reads "UZI semi auto / MODEL B / 9mm PARA / IMI - ISRAEL", implying that the development team only had access to a semiautomatic variant to base the ingame model on.
Sighting up a nearby lantern's flame, Jacob Rivers notices that the Uzi SMG's rear sight aperture is unrealistically large, a problem shared with the game's M16 Rifle. This could be seen as a concession to make aiming down sights easier for players.
Jacob Rivers opens up with his Uzi SMG on a robotic Armoured Spider trying to stop the escape of a nearby Scavenger group. The red cylindrical object on the Armoured Spider's back is an exposed battery, and thus a weakpoint.
Firing the Uzi at a distant Spider Scout. The weapon's serial number can be clearly seen in this view. For some reason, the muzzle climb when firing this weapon is only moderate, despite the fact that the weapon's metal stock cannot be extended, which would in real life result in a rather high degree of muzzle climb when firing.
When Jacob Rivers is too close to an object to realistically bring a firearm to bear, he will hold it closer to him and point it away from the crosshairs. Despite this, the player can still fire any weapon towards the crosshairs in this pose. In this case the Uzi SMG's barrel and muzzle come into close view.
He will also do something similar if he happens to be facing a friendly NPC.
Reloading the Uzi SMG. This animation is the only one of its kind in the game that shows actual ammunition inside the magazine being loaded. However, should the player completely empty the Uzi before reloading, the dropped out magazine will still show at least one round in it before a fresh magazine is inserted.
A robotic Silverfish about to give Jacob Rivers a very bad day by leaping onto him and exploding. Silverfish were an original design by Stan Winston that were never actually incorporated into the first two Terminator
films, but do show up in groups in a modified form in this game.
The M16A4 appears in the game as the "M16 Rifle," with a 30-round magazine capacity, and is erroneously restricted to fully-automatic fire (real M16A4s have only semiautomatic and three-round-burst firing modes). It is the second firearm that the player must obtain. The in-game version sports a retractable buttstock, a quad rail with rail covers for the left and right side rails, and an unusable (and anachronistic) AN/PEQ-15 laser module mounted on the right side rail. The combination of these features and fully-automatic fire was not standard-issue for American-military-issued M16 rifles in real-life 1997 (the year Judgment Day occurred in the Terminator timeline); however, the M16A4 was officially adopted in real life by the United States Marine Corps in July 1997, one month before Judgment Day in the Terminator timeline. Colin the Scavenger and Ryan the Mechanic from the Scavengers' group are seen to use these weapons during the first level of the game. Jennifer the Scavenger also uses one during Skynet's attack on the Los Angeles Metro station.
The M16A4 can be found in a locked storeroom in Chapter 2 of the game, or otherwise can be purchased for 200 TRUs at the Scavengers' supply locker, or for 600 TRUs at the Resistance Shelter Armoury.
M16A4 with ACOG scope, RIS foregrip, Magpul MBUS rear sight, and AN/PEQ-15 IR designator - 5.56x45mm
The ingame version is similar to this, except with a retractable buttstock, the laser designator mounted on the right side, and without the foregrip, folding sights, or scope.
The first M16A4 to be seen in the game is in the hands of Colin the Scavenger, a character as gruff as he is experienced.
"Fully automatic rifle. Medium to long range weapon."
The first M16A4 that can be used by the player is hidden inside a storeroom in the Scavenger group's new hideout.
An M16A4 can also be seen inside the Resistance Shelter Armoury. From this angle it is possible to see the retractable buttstock in better detail.
Jacob Rivers exploring the abandoned Warehouse District of Los Angeles, M16A4 in hand.
Sprinting with the M16A4 gives a better view of its side.
Too close to an abandoned car to use the M16A4, Jacob Rivers gives us a better view of the laser sight.
While in a Resistance outpost's classroom, Jacob Rivers takes the last lesson to heart and gives us a view of the rifle's iron sights. Like the Uzi in this game, the rear sight of the M16A4 has an unrealistically wide aperture.
Jacob Rivers fires his M16A4 at a distant Armoured Drone UCAV. The unrealistically-shaped muzzle flash here is shared by several other in-game ballistic weapons.
After destroying Skynet's Plasma Storage in the Warehouse District, Jacob Rivers takes a moment to reload his M16A4, revealing that it only has two fire selector positions for safe and semiautomatic, when it should have at least three for safe, semi, and fully-automatic in order to fire in fully-automatic mode; as if that wasn't enough, it is also permanently set to the former of these. The text just above the magazine reads "PROPERTY / OF US GOVT / M16A4 / CAL 5.56MM" with the gun's serial number just underneath.
A closer look at the M16A4's magazine shows that it is, in fact, empty during the entire reload animation.
Jacob Rivers sights up some rolling Silverfish in the distance with his M16A4.
Jennifer using her M16A4. As can be seen in this screenshot, her M16A4 is poorly placed to the point that the magazine is clipping through her left hand and the buttstock is not actually in contact with her right shoulder.
The Baikal MP-133 appears in the game, as the "Remington Shotgun." It is supposed to stand in for the Remington 870, but its true identity can be discerned by the shape of its trigger guard, the rectangular ejection port, the magazine cut-off button, and the cylindrical "corncob" forend. It has a tube magazine capacity of seven rounds, and like the real deal can only fire once every time the pumping animation is complete. The seven-round magazine capacity is clearly intended to replicate the real MP-133's 6+1 magazine capacity, but like the other ballistic weapons in this game the player character never chambers the shotgun while reloading to get the seventh round in the chamber. As with many video game shotguns, its projectiles disappear past 10 metres or so and have a very wide and unrealistic spread when fired.
Like the rest of the game's ballistic weaponry, the MP-133 cannot damage Terminators, but it can knock them down for a short time if enough hits are scored, which is a reference to the first film in the series with the same unrealistic aspects. Ryan the Mechanic uses one in a cutscene, but no other NPCs use it. The presence of the Baikal MP-133 in this game is anachronistic and out-of-place, since it was developed in 2000 and Judgment Day happened in 1997, unless Eastern European shotgun development continued somehow after the apocalypse and the MP-133 somehow became the most common shotgun in America.
The MP-133 can be found free of charge in an abandoned gun store in the Warehouse District level (Chapter 3 of the game), or in the locked trunks of certain cop cars scattered throughout some of the game's levels. Otherwise, it can be purchased for 150 TRUs from the Scavengers' supply locker, or 450 TRUs from the Resistance Shelter Armoury.
Baikal MP-133 with extended 6-round magazine tube - 12 gauge
"Pump-action shotgun with a wide spread."
The MP-133 in the back of Don Matthew's gun shop in the Warehouse District, which has somehow not been looted in the more than 30 years since Judgement Day. As can be seen in this screenshot, the 3D model lacks a trigger. Sadly, it's not a 12-GAUGE AUTOLOADAH.
After picking it up, Jacob Rivers takes a moment to wonder about how the pre-Judgment Day world could afford to waste now-precious paper on target practice. The weapon's extremely wide spread can be seen in the area denoted by the crosshairs on the target silhouette.
Deciding that daydreaming about the past is a waste of time, Jacob Rivers decides to load his new acquisition with invisible shells. The magazine cut-off is clearly visible here.
Like Fallout 4
, the player character is dependent on a lockpicking minigame to get past locked doors. Unfortunately, this means that the MP-133 cannot be used to breach locks on doors, like it can in real life. The simple front sight and the lack of a rear sight can be seen here.
Jacob Rivers holds his shotgun in a safe direction while Jennifer the Scavenger picks a lock to get through a fence, more than 30 years of possible rust and internal corrosion in the lock notwithstanding.
Too close to a car to aim forward, Jacob Rivers aims his shotgun upwards, giving us a closer view of the forend.
Not one to turn down an invitation for skeet shooting involving Skynet units, Jacob Rivers fires his MP-133 at a Scout Drone UCAV patrolling the Warehouse District.
Jacob Rivers sprints towards a Resistance outpost while holding the MP-133.
Jacob Rivers partially destroys a concrete roadblock with his "Remington Shotgun." Concrete roadblocks are a common form of cover found in the game, and they also happen to be the only form of destructible cover around. In reality, however, buckshot pellets from shotguns have poor barrier penetration and would not likely get through steel-rebar-reinforced concrete when fired.
As seen in this screenshot, the "Remington Shotgun" cannot damage Terminators, but can knock them down momentarily. Doing so is risky however, and the higher the difficulty level, the more hits required. The amount of sparks the buckshot is giving off here on impact would only be realistic if the shotgun were using steel buckshot, and then not likely to this degree.
Ryan the Mechanic holds the Stranger at gunpoint during a cutscene.
Persuaded to stand down but not yet entirely convinced, Ryan holds the shotgun to the side, giving us a view of the end of the magazine tube and the front sight.
After convincing Ryan, the Stranger takes Ryan's shotgun and fires it several times at the advancing T-850 Infiltrator model, but only succeeds in momentarily knocking it down.
AMT Hardballer .45 Longslide
Hand Held M134 Minigun
M79 grenade launcher
Ammunition for ballistic weaponry can be found throughout the ingame levels, or can be crafted at a Crafting Table with the right components right without any regard for the player character's Crafting Skill Level. The exact amount of ammunition available per pick-up varies with the difficulty level selected.
Some Small Caliber Ammunition sitting on a shelf.
Small Caliber Ammunition in the crafting menu, confirming that it is in fact 9x19mm caliber.
Some Medium Caliber Ammunition sitting on a shelf. This ammunition type is the only kind that can be looted off deactivated Skynet machines.
Medium Caliber Ammunition in the crafting menu, confirming that it is in fact 5.56x45mm caliber. For some reason, making this ammunition type requires Energy Cells, a fancy term for batteries, when in real life nothing of the sort is necessary to load 5.56x45mm ammunition from scratch.
Some Shotgun Shells sitting on a shelf.
Shotgun Shells in the game's crafting menu. The recipe in the lower right hand corner of the screen claims it requires Fabrics to work, when in real life shotgun shells do not use fabrics at any part of the loading process; shotgun shells instead use paper or plastic for their hull material.
Phased Plasma Weaponry
Note: All Phased Plasma weapons in the game can have their base stats (damage, firing rate, power reserve size/shots to overheat, and stability) upgraded with Skynet Chips looted from fallen enemies.
Endo Battle Rifle
The iconic Calico Liberty 100-based Endo Battle Rifle makes an appearance in the game, as the standard-issue weapon for almost every model of Skynet Endoskeleton. The game has two versions, the first-generation Skynet Plasma R95 and the second-generation Skynet Plasma V96, which use Red Plasma Cells and Violet Plasma Cells respectively. The R95 is used by T-800s, while the V96 is used by T-820s. The T-825 uses two R95s, while the T-825V follows suit by using two V96s. The player character can use them himself if he possesses Weapons Skill Level Three for the R95 and Weapons Skill Level Five for the V96. Neither ingame version of the Endo Battle Rifle requires reloading (instead drawing from the player character's entire inventory of the appropriate type of Plasma Cell as a single ammunition pool), however both normally take only 15 shots before temporarily overheating, so the player must use them with some discretion, especially since they possess some rather pronounced muzzle climb when fired.
As Skynet technology, neither the R95 nor V96 can be purchased from ingame stores and so must be looted from fallen Terminators, but they can be sold off for 400 TRUs and 600 TRUs respectively.
Calico Liberty 100 - 9x19mm Parabellum
A printed Endo Battle Rifle rendering illustrated by Steve Burg. Image from Prop Store.
The Endo Battle Rifle can be seen straight from the beginning of the game, as a T-800 Endoskeleton prepares to execute a civilian survivor with a Skynet Plasma R95. As the only left-handed T-800 seen in the game, its left hand is unfortunately not modelled to grip the pistol grip of its weapon properly.
Jacob Rivers holds an R95 while looking at a couple of T-47 Combat Walkers in the distance during a Skynet invasion of the ruins of downtown Los Angeles.
Jacob Rivers and Dr. Alvin Scott in the middle of running for their lives as an HK Aerial chases them. Sprinting reveals a better look at the side of the R95.
Jacob Rivers holds his R95 in a safe direction while standing too close to another object, giving us a better view of the fake suppressor at the end of the upper barrel.
A T-825 Endoskeleton holding a pair of R95s akimbo.
A discarded Skynet Plasma V96 from a destroyed T-820 Endoskeleton. The purple-white lightstrip can be seen clearly here.
Jacob Rivers fires his V96 at an Armoured Spider and T-820 Endoskeleton, giving a good view of the V96's iron sights (the R95 has the same iron sights) which coincidentally are never used by Terminators. The green laser sight is from an offscreen Skynet Plasma Turret, hacked to be friendly to the player character.
Sprinting with the V96 gives a good view of the lightstrip between the barrels.
A T-820 Endoskeleton holding a V96 while on patrol.
The Valmet M82A appears in the game and has two versions, named the Plasma Rifle TC2000-R and the Plasma Rifle TC2100-R, and just like in the first Terminator film it is depicted as a standard-issue Resistance weapon. Both versions use Red Plasma Cells, and have a base power reserve size of 24 units of Phased Plasma. Many Resistance and civilian NPCs use it from Chapter 7 onwards, but for some reason (most likely to emulate its magazine-less appearance in the first Terminator film as well as to make sure NPCs can use the same hand positions for all weapons they are seen to carry during gameplay) NPCs are never seen to carry it with the magazine inserted. The M82A is the first gun made available to the player that can harm or destroy Terminators, but its firepower is a bit lacking without upgrades, especially on higher difficulty levels.
The player character can obtain a Plasma Rifle TC2000-R for free in Chapter 8 and Chapter 22, or can purchase one for 1,000 TRUs at the Resistance Shelter Armoury from Chapter 9 onwards. The scoped Plasma Rifle TC2100-R on the other hand can be obtained for free in Chapter 11, or otherwise purchased from the Resistance Shelter Armoury for 1,400 TRUs from Chapter 13 onwards.
Valmet M82A - 5.56x45mm
The ingame version is similar, but moves the pistol grip back and the magazine forward for a conventional layout. It also has a rubber buttpad, no iron sights, three red glowing cylindrical gadgets on its upper left side, and an AR-15-style ambidextrous charging handle on the top that is never used.
"First-generation Phased Plasma Rifle."
The first Plasma Rifle TC2000-R seen in the game, in the hands of a Resistance soldier.
Field Commander Jessica Baron holding Jacob Rivers at gunpoint during a cutscene. The TC2000-R in this view can be seen to have no actual hole behind the barrel, and is missing a quarter of the circumference of the muzzle at the bottom for no apparent reason.
Facing down one of the iconic HK Aerials with a TC2000-R in hand. Unfortunately, at this point in the game the player completely lacks any means of harming Skynet vehicles.
Jacob Rivers fires his TC2000-R at a pair of T-800 Endoskeletons, who literally tore the door down on what was supposed to be a private meeting.
Sprinting while holding the TC2000-R, showing details of the red dot sight's side. The text on sight's side reads "Z8TxT."
A worried Resistance soldier holding his TC2000-R. The position of his off-hand is right where the magazine would normally go. The lack of trigger discipline among Resistance soldiers is also evident here.
"First-generation Phased Plasma Rifle equipped with a scope."
The Plasma Rifle TC2100-R with its scope on a table.
Reloading either the Plasma Rifle TC2000-R or TC2100-R will show that its magazine is completely solid, with nothing resembling ammunition inside.
Jacob Rivers remembering to hold his TC2100-R in a safe direction while looking at a wounded Resistance soldier.
A suspicious Resistance soldier holds Jacob Rivers at gunpoint with a TC2100-R while the latter is hanging upside down from a snare trap.
Official promotional art for the game featuring Field Commander Jessica Baron and her Resistance soldiers holding Plasma Rifle TC2000-Rs. In this piece of art they more closely resemble the plasma rifles seen in the first Terminator
film, computerized "Flexy Sight" included.
"Rail Plasma" Sniper Rifle
The "Rail Plasma" Sniper Rifle appears in the game, and has two versions: the Rail Plasma RG01 which uses Red Plasma Cells, and the Rail Plasma VG01 which uses Violet Plasma Cells. Possessing the highest damage-per-shot stats for Phased Plasma weaponry in the game, this weapon class is effective at sniping, even more so when upgraded, as it is capable of destroying most Endoskeletons in a few hits. It does however have a slow firing rate (the slowest among Phased Plasma weaponry), due to the game making it operate similarly to a real-life straight-pull bolt-action rifle. As of version 1.030 of the game, the base power reserve size for both Rail Plasma Sniper Rifles is 25 units of Phased Plasma, but each shot fired drains five units. Field Commander Jessica Baron of the Resistance's South Division uses one in a cutscene, but no other NPCs use it.
The Rail Plasma RG01 can be found hidden in a building in Chapter 11 of the game, or purchased from the Resistance Shelter Armoury for 4,000 TRUs from Chapter 13 onwards. The Rail Plasma VG01 can be purchased from the Resistance Shelter for 5,200 TRUs in Chapter 24, or can be obtained for free in the last chapter of the game.
It should be noted that plasma is magnetic and several experimental plasma railgun cannons have been tested in various directed-energy weapon experiments in real life.
"Sniper Rifle charged with first-generation Plasma Pulse rounds."
The Rail Plasma RG01 in its initial (and only) location in a game level. The "Flexy Sight" seen on the Valmet M82As
in the first Terminator
film is present on all Rail Plasma Sniper Rifles in the game, and can be seen here mounted on accessory rails.
The Rail Plasma RG01 in Jacob Rivers' hands. The lighting here shows how dirty and scuffed-up the weapon has become, apparently through a long period of hard use.
Jacob Rivers holding his Rail Plasma RG01 in a safe direction while looking at a fellow Resistance soldier.
Too close to an object to use the Rail Plasma RG01 effectively, Jacob Rivers points the weapon upwards, revealing it has an extensive rail system.
Over the river and through the woods to Skynet's house we go . . .
Sprinting through the woods with the Rail Plasma RG01 in hand.
The view through the Rail Plasma RG01's scope, which can highlight Skynet units through walls and resembles the "Terminator vision" seen in the first two Terminator
movies. The same view is used for all Phased Plasma weaponry with scopes.
Reloading the Rail Plasma RG01, revealing that its magazine is in fact an empty shell. Like all Phased Plasma weaponry, the light-emitting elements are turned off whenever it is in the process of being reloaded, implying that Jacob Rivers needs to turn them off like a safety switch before reloading.
Field Commander Jessica Baron of the Resistance's South Division about to use a Rail Plasma RG01 during an ambush. This view of the rifle shows that there is nothing on the right hand side which can be operated like a straight-pull bolt-action, leaving open the question of just what Jacob Rivers is pulling with every shot when he uses this sniper rifle.
"Sniper Rifle charged with second-generation Plasma Pulse rounds."
Firing the Rail Plasma VG01 at a nearby T-800 Endoskeleton, something which is not recommended giving the painfully slow cyclic rate of this weapon type.
Mk 14 Mod 0 Enhanced Battle Rifle
The Mk 14 Mod 0 Enhanced Battle Rifle appears in the game, albeit with a futuristic shell that includes a muzzle brake and what appears to be a 10-round magazine. Modified to fire Phased Plasma, two versions exist in the game, the Plasma TC16-R and the Plasma TC30-V, which use Red Plasma Cells and Violet Plasma Cells respectively. As of Version 1.030 of the game, the base size of the power reserve of both versions is 22 units of Phased Plasma, but each shot fired drains two units. Both versions also have the second-slowest base firing rate among Phased Plasma weaponry in the game, but this can be bypassed by quickly tapping the firing button to more rapidly fire the weapon rather than simply holding down the fire button as is normal for other Phased Plasma weaponry. The Mk 14 Mod 0's red dot sight is not co-witnessed with the iron sights, and in fact the rear sight is either missing or permanently folded down in the game. No NPCs are seen to use the Mk 14 Mod 0.
The Plasma TC16-R can be bought solely from the Resistance Shelter Armoury starting from Chapter 15 of the game for 3,000 TRUs, or one can be found for free in Chapter 22. The Plasma TC30-V can be bought from the Resistance Shelter Armoury for 4,000 TRUs in Chapter 24, or can be obtained for free in the last chapter of the game.
Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO
The ingame version has no scope, no foregrip, no bipod, a different pistol grip, a 10-round magazine, and a muzzle brake instead of a flash suppressor.
"Classic weapon integrated with first-generation Plasma technology."
The sole free Plasma TC16-R in the game near its fallen former owner, Eva.
Looking out on a makeshift Resistance shelter in the middle of a ruined downtown Los Angeles, Plasma TC16-R in hand. The 1980s-esque computer to the right of the screenshot is a "Commpadre" computer and using one of them is the only way to save one's game aside from using the game's Autosave system.
Firing the Plasma TC16-R at a dangerously close T-820 Endoskeleton. If the player character gets too close to a Terminator with one free hand in this game, that Terminator will instantly kill the player character by grabbing and breaking his neck with its left hand.
Jacob Rivers sprints through a garden in Hollywood Hills while carrying a Plasma TC16-R, giving a good view of the cheek riser, the retractable buttstock, and the sling loop.
Jacob Rivers fires his Plasma TC16-R using its red dot sight at a Skynet Plasma Container, the game's version of an explosive barrel, hoping to catch two Skynet units (an Armoured Spider and an Endoskeleton) in its blast radius. A T-800 Endoskeleton can be seen with an Endo Battle Rifle in its right hand in the right side of the screenshot. The engraved text just behind the red dot sight reads U.S. RIFLE / CAL .30 M1 / GUNFIELD / ARMORY (an obvious reference to Springfield Armory) with the gun's serial number just under the text.
After defeating a T-808 Endoskeleton by blowing up a nearby Skynet Plasma Container, Jacob Rivers takes a moment to reload his Plasma TC16-R, revealing that the magazine is in fact an empty shell.
"A classic weapon integrated with second-generation Plasma technology."
During the final chapter of the game, the Resistance manages to gain control of an HK Tank and uses it to smash through Skynet's defenses. Jacob Rivers all the while admires the carnage while holding a Plasma TC30-V.
Firing the Plasma TC30-V at a T-850 Infiltrator unit. As a nice touch, the flesh covering on T-850s will bleed and expose the metal underworkings as it is shot off.
Jacob Rivers aims for red dots while aiming with the red dot sight of his Plasma TC30-V, as a T-825 Endoskeleton gets to its feet after being knocked down.
"General Dynamics RBS-80"
The General Dynamics RBS-80 appears in the game, and has three versions: the Plasma Minigun RSB-80 which uses Red Plasma Cells, the Plasma Minigun VSB-90, and the Skynet Minigun VSB-95 (the latter two use Violet Plasma Cells). The Plasma Minigun RSB-80 and VSB-90 have a base power reserve size of 75 units and 80 units of Phased Plasma respectively, while the Skynet Minigun VSB-95 does the most damage-per-shot of its class and does not have to be reloaded (instead treating the player's entire supply of Violet Plasma Cells as a single ammunition pool) but temporarily overheats after only 25 shots. None of them possess sights of any kind, so using them on targets beyond short range, especially when aiming for their weakpoints, is rather difficult.
No NPCs use the Plasma Minigun RSB-80 or VSB-90, but the Skynet Minigun VSB-95 does appear in the hands of Skynet's T-850 Infiltrator models, making them tough opposition to face directly. The RSB-80 can be found for free in Chapter 19 of the game, or purchased from the Resistance Shelter Armoury for 4,500 TRUs from Chapter 21 onwards. The VSB-90 can be purchased from the Resistance Shelter Armoury in Chapter 24 for 6,000 TRUs, or obtained for free in Chapter 26 or the last chapter of the game. The Skynet Minigun VSB-95 first makes an appearance in Chapter 17 but does not become available to the player until Chapter 25, and cannot be purchased. As Skynet technology, it cannot be used by the player character until his Weapons Skill Level is Level Five.
"Improved Plasma Skynet minigun."
The first Plasma Minigun that the player can come across is the Skynet Minigun VSB-95, previously used by the T-850 Infiltrator that was hunting Jacob Rivers for months.
"Heavy Plasma weapon capable of high cyclic firing rate."
The Plasma Minigun RSB-80 lying on a shelf in Hollywood Hills. Despite the above inventory description text implying it does more damage than other Phased Plasma weaponry, the RSB-80's base per-shot damage is the lowest of its generation which makes it difficult to use against tougher opposition on higher difficulty levels.
The RSB-80 in the player character's hands while he looks out onto a small hill. The crosshairs in the view are the only way to aim with this weapon type.
Sprinting with the RSB-80 towards a Greek-style theatre in Hollywood Hills. Note how Jacob Rivers' left hand is not completely on the barrel shroud, which is an oversight since it is shown to get red-hot when firing.
"What's a video game?"
Implied to have been born after the apocalypse, Jacob Rivers tries to imagine just what a video game is, while perusing the titles on the shelves in a long-abandoned video-and-game-rental store and holding his RSB-80 out of the way.
Gunning down a trio of Armoured Drones, two armed with miniguns and one of them armed with Red Plasma Rifles, with the RSB-80.
Reloading a red-hot RSB-80, presumably by replacing the cylinder inserted into the weapon at an angle. The same reload animation is used for the VSB-90.
"Improved Heavy Plasma weapon capable of high cyclic firing rate."
The Plasma Minigun VSB-90 on some crates in the Resistance Shelter. "Improved" is not just for show; its base damage-per-shot is a full 60% higher than the previous model's.
A T-850 Infiltrator with a Skynet Minigun VSB-95. The Infiltrator's left hand is not holding the barrel shroud either, but this is more forgivable given the Infiltrator's status as a cyborg immune to pain.
"Turnabout is fair play."
Jacob Rivers using a VSB-95 against its own side, in this case a T-47 Combat Walker equipped with Phased Plasma cannons. The VSB-90 is similar-looking to this model, just with its cooling jacket turning red-hot when fired for an extended period of time.
A Plasma Minigun in a defensive mounting at the Resistance Shelter. These cannot be used by the player nor are they ever seen being used by NPCs.
Bonus: "Light 'em up!"
A T-825V Endoskeleton, the deadliest non-Infiltrator model, dramatically (and literally) being lit up from behind by an exploding ally Endoskeleton and from the front by a VSB-95's firepower.
Ruger Mini-14 in Muzzelite MZ14 Bullpup Stock
The Muzzelite MZ14 Bullpup appears as the "Plasma Rifle V-25," and has two versions in the game, the standard V-25A and the scope-equipped V-25B. Both use Violet Plasma Cells and have a base power reserve size of 28 units of Phased Plasma. More powerful than the ingame Endo Battle Rifles, they are a welcome addition to the player character's arsenal late in the game. Both however lack backup sights of any kind and have no way to use the front sight properly. Some Resistance soldier NPCs are seen to use the Plasma Rifle V-25A, but no NPCs use the V-25B. The Muzzelite's presence in the game is likely based on its appearance in Terminator 2.
The V-25A is available for free in Chapter 23 of the game, or it can be purchased from the Resistance Shelter Armoury for 2,250 TRUs in Chapter 24. The V-25B can be purchased from the Resistance Shelter Armoury for 2,700 TRUs in Chapter 24, or it can be obtained for free in the last chapter of the game.
Ruger Mini-14 in a Muzzelite MZ14 Bullpup stock - 5.56x45mm
The ingame version has a different external shell and a longer barrel, but its layout is still reminiscent of the Muzzelite, and the frontmost sight remains the same.
"Second-generation Phased Plasma Rifle."
The Plasma Rifle V-25A in its initial location ingame.
Firing the Plasma Rifle V-25A at a T-47 Plasma Combat Walker during an assault on Griffith Observatory in post-apocalyptic Los Angeles.
Jacob Rivers admiring his handiwork with the Plasma Rifle V-25A while looking at the severed head of a T-47 Combat Walker.
"Second-generation Phased Plasma Rifle equipped with a scope."
Holding the Plasma Rifle V-25B, Jacob Rivers comes across an uninvited but not unwelcome guest.
Sprinting with the V-25B gives a good view of its computerized sight.
Too close to an abandoned car to use his V-25B, Jacob Rivers holds it in a safe direction, revealing that the front sight is too short to co-witness with the computerized sight, let alone to allow the front sight to be used on its own.
Jacob Rivers firing the V-25B at a distant T-800 Endoskeleton during Tech-Com's final assault on Skynet. As can be seen here, the carry handle has no provision for a rear sight or any way to align itself with the front sight for use without the red dot sight or the computerized scope.
Reloading the V-25B. The knob in the lower right of the image appears to be a charging handle of some sort, but it is never pulled or otherwise manipulated during any animation.
A Resistance Soldier holding a Plasma Rifle V-25A. The red dot sight's housing looks very thin and fragile from this angle.
Note: Unlike most console games where grenades and other thrown weapons get their own weapon slot, grenades in this game all go into an "Offensive Item" slot, where they can be selected from the inventory and used at a moment's notice no matter which other weapon the player character currently has equipped. However, since Offensive Items (the Pipe Grenade, the Can Grenade, and a distracting noisemaker called a Sound Decoy) all have the same throwing animation, none of them feature a separate arming animation (i.e., the grenades are never made ready to explode by the player character) before being thrown. The exact amount of damage that ingame grenades do is dependent on the player character's "Explosives" skill level, but explosive weapons as a whole are very effective if placed properly, sometimes disarming or even dismembering Terminators caught in the blast radius.
Pipe bombs of the same general make as seen in the first Terminator film are in the game, and are the first grenade-type weapon the player can find or craft at a crafting table. These improvised explosive devices are thrown like regular grenades, and as was the case in the first film are the first weapon available to the player that can damage or destroy Terminators or other enemies immune to ballistic weaponry. They can also be used to breach damaged walls, or the doors of locked tractor trailers.
Pipe Grenades are available in certain stashes from Chapter 2 onwards, or can be crafted assuming the player character's Crafting Skill is Level One or higher, or purchased from the Scavengers' supply locker for 65 TRUs or from the Resistance Shelter Armoury for 200 TRUs.
"Works like a standard grenade."
The first few Pipe Grenades available to the player can be found hidden in a storeroom during Chapter 2 at the Scavenger group's new hideout.
Jacob Rivers prepares to throw a Pipe Grenade. He does not actually light the fuse, but it can be seen and heard to burn down the moment it leaves his hands anyway.
The explosion of the Pipe Grenade blasts open the locked trailer's rear door. Somewhat unrealistically, explosions from Pipe Grenades are fairly small, when in real life they can send lethal metal shrapnel quite a distance, as was the case with Kyle Reese in the first Terminator
film. On the other hand, this could be seen as a way for the developers to emulate how Terminators would only be harmed by the direct explosive force of a Pipe Grenade and not by its shrapnel (since Terminators are bulletproof, it stands to reason that shrapnel would be equally ineffective).
The Pipe Grenade in the game's crafting menu. Here the fuse can be more easily seen, though the inclusion of Explosive Materials as an ingredient raises its own problems (see the section on Explosive Materials).
A Resistance soldier instructs a female civilian on how to construct Pipe Grenades, mirroring a scene from the first Terminator
Based on the "Future Bombs" used by Resistance soldiers in the first Terminator movie, Can Grenades appear in this game. As an explosive weapon, they are as devastating as they are effective. Can Grenades can be found in the game's levels from Chapter 11 of the game onwards, or crafted once the player character's Crafting Skill is Level Four or higher, or purchased solely from the Resistance Shelter Armoury for 400 TRUs from Chapter 13 onwards. They can be put to the same non-combat uses as Pipe Grenades can, but doing so is a bit of a waste of the power of this weapon.
The original "Future Bomb" prop from The Terminator.
"A highly explosive, throwable device with a large blast radius."
Two Can Grenades in the trunk of a car, implying that this is a Resistance stash.
Needing to stop a rampaging T-47 Combat Walker post-haste, Jacob Rivers throws a Can Grenade without arming it by twisting the handle . . .
. . . and yet it still explodes with spectacular results. Being a Skynet Machine however, even this isn't enough to put down the T-47 for good at the moment.
The Can Grenade in the game's crafting menu. The blue glowstrip around the grenade's bottom can be easily seen here, but the strip never actually emits light at any point in the game, unlike what this picture implies.
A fictional single-shot heat-seeking missile launcher seemingly based on the M136 AT4 appears as the "Heat-Seeking RL-92" (RL apparently standing for "Rocket Launcher," which would only be appropriate if it launched unguided rockets) in the game. It is primarily usable as an anti-aircraft weapon against the various robotic HK Aerials (VTOL UCAVs armed with rockets and a phased plasma cannon) patrolling some of the game's levels, as the heat-seeking function does not work with any other enemy. Regardless of the target it is used against, its missiles do a large amount of damage which makes it an effective dumbfire weapon against ground targets. The player character also does not have to worry about backblast, which is unrealistic since man-portable rocket and missile launchers do emit a dangerous backblast when fired in the real world.
The Heat-Seeking RL-92 and its ammunition can only be found in one location in the game. The launcher and its ammunition can, however, be purchased from the Resistance Shelter Armoury at 3000 TRUs for the launcher (which is technically overpriced as it should only be a metal tube with sights) and 300 TRUs per heat-seeking missile. The ammunition cannot be crafted by the player.
M136 AT4 - 84mm
The ingame version does not have a flared rear end and can be reloaded unlike the real deal.
"Single-shot Rocket Launcher capable of firing Heat-Seeking Missiles."
A view of the only RL-92 that can be found in the game's levels.
The RL-92 in Jacob Rivers' hands by firelight.
Sighting up an HK Aerial with the RL-92's iron sights.
Jacob Rivers in the middle of reloading his RL-92 after scoring a hit on the HK Aerial. As can be seen in this screenshot, the heat-seeking missiles normally aim for the HK's jet engines.
Jacob Rivers admiring his fiery handiwork with the RL-92 while looking at the now-downed HK-Aerial.
Two heat-seeking missiles to the right of some smoke grenades at the Resistance Shelter Armoury.
This single-shot laser-guided missile launcher appears as the "Laser-Guided RL-43" in the game, RL apparently once again standing for "Rocket Launcher" which would only be appropriate if it fired unguided projectiles. The RL-43 is treated as a SACLOS device, with the player designating the desired impact point by aiming through launcher's computerized sight. This allows it to be effectively used against airborne and grounded enemies, as its missiles do the same amount of damage as the Heat-Seeking RL-92's missiles. Once again, the player unrealistically does not have to worry about backblast from firing the weapon.
The Laser-Guided RL-43 can be found in two locations in the game, both times when the player needs to destroy a vehicle to progress. The launcher and its ammunition can be purchased at the Resistance Shelter Armoury at 3000 TRUs for the launcher and 300 TRUs for each laser-guided missile. Alternatively, the weapon's ammunition can be looted from fallen HK Aerials, but this ammunition type cannot be crafted by the player.
"Single-shot Rocket Launcher with a laser sight."
The Laser-Guided RL-43's first location in the game, which is near a fallen Resistance soldier.
Jacob Rivers looks at the damaged backside of an immobilized HK Tank with his RL-43.
Designating a target with the RL-43's scope.
Reloading the RL-43 after scoring a hit.
Alternatively, the RL-43 can be dumbfired by not looking through the scope when the fire button is pressed.
Stunning an HK Tank with an RL-43's missile impact to the head.
Mounted Resistance Miniguns
Miniguns in static mounts can be found throughout the levels, starting with a cutscene in Chapter 13 and most commonly in Chapter 27. They are never usable by the player. The presence of a plasma-firing minigun seen in the "Future War" segment of Terminator 2's opening suggests that these may be converted to fire Phased Plasma, but this cannot be confirmed in the game.
A mounted minigun in the low middle right of the screen during a cutscene. The actual level depicted in this cutscene does not actually have this minigun there.
The rear of a mounted minigun among the ruins found in Chapter 27.
Dismounted miniguns on a table in Chapter 28. Sadly the muzzles do not have actual holes to fire through.
Various Rotary Cannons
Certain robotic Skynet units use different models of rotary cannons that are never named in the game. All possess infinite ammunition, but for some reason these units often drop Medium Caliber Ammunition (which is stated to be 5.56x45mm elsewhere in the game) which does not match the implied muzzle sizes shown on their 3D models.
An Armoured Drone blindfiring its six-barrelled rotary cannon at Jacob Rivers, with its armoured plates closed over the drone's main body and weakpoints (and keeping it from seeing what it's firing at). The spent shell casings appear to be clipping through part of the drone's 3D model.
Another view of an Armoured Drone firing its rotary cannon, showing how its barrels heat up rather quickly.
An Armoured Spider with its faceshield retracted and ready to engage enemies with dual four-barrelled rotary cannons. While vulnerable to ballistic weapons, this Skynet unit can take a fair amount of punishment, can cover one of its weakpoints, and can activate a four-directional flamethrower on its underside should its enemies close the distance.
An Armoured Spider blindfiring its dual four-barrelled rotary cannons while its faceshield is lowered, blocking its view and protecting one of its weakpoints. Once again, spent shell casings are clipping through its armour plates. Realistically, they should be ejected straight down.
A T-47 Combat Walker looking rather imposing with its eight-barrelled dual rotary cannons.
Unknown Guntruck Cannon
In Chapters 3 and 27 of the game, the player can come across a Resistance Guntruck with a cannon of unknown make and model mounted in a turret.
A Resistance Guntruck with a turret-mounted cannon in front of a Resistance outpost.
A wrecked Resistance Guntruck with a turret-mounted cannon.
A silhouette of what appears to be a Glock Pistol can be found on a sign in Don Matthew's gun shop in Chapter 3 of the game. The gun itself never appears in the game.
The silhouette forms part of what appears to be a meme poster. The meme itself is anachronistic since it took off around 2009 and Judgment Day occurred in 1997 in the Terminator
Smoke Grenades can be found in the Resistance Shelter Armoury, but cannot be obtained nor used by the player. It is likely that they were cut from the game before they could be fully implemented.
Four Smoke Grenades can be seen on a table in the Resistance Shelter Armoury.
Crates of unusable ammunition are found throughout the game. No weapons actually use the types noted on the crates, implying that they were originally intended for weapons that were cut from the release version of the game.
A crate of 3.5 inch HEAT ammunition in Don Matthew's gun store. The M28A2 designation implies that it is M28A2 ammunition for the M20 "Super Bazooka."
A crate of 20mm ammunition in the game.
A crate of 40mm LV ammunition, LV standing for "Low Velocity," implying that these are 40mm grenades.
Three 40mm grenades in the Resistance Shelter Armoury, right next to the Quartermaster himself.
T-808 Endoskeletons in the game are solely armed with a flamethrower of undisclosed make and model, making them very dangerous enemies at short range (though they cannot do lingering damage from setting the player character on fire). Like many video game flamethrowers, this one appears to be based on the gas-powered ones from Hollywood movies. It also possesses infinite ammunition and has a very short range, unlike real military man-portable ones which use incendiary liquids, have ranges of tens of metres, and usage times of seconds. Somewhat unrealistically, shooting any of the three tanks on a T-808's back with any gun will always cause them to explode and (literally) disarm the T-808 in question. The tanks in question also do not obstruct a player from using a "Termination Knife" weapon to backstab a T-808 just below the neck to quietly kill it without an explosion.
T-808s and their flamethrowers can be found in the game starting from Chapter 11.
A T-808 Endoskeleton using its flamethrower.
A rear view of the same T-808, unware that it is about to be backstabbed with a Termination Knife.
The gas tanks in a close-up view. As can be seen here, the Termination Knife is clipping through the tanks. Stabbing Terminators in the neck is a reference to a scene in Terminator Salvation
Blocks of C4 with adhesives on the bottom appear in the game as "Sticky Bombs." They can be thrown a short distance and will stick on virtually any surface in the game to be detonated later with a wireless detonator. Their high damage and the fact that they are invisible to enemies makes them a very effective ambush weapon. Sticky Bombs can also be used to breach damaged walls and blast open locked tractor trailer doors as well. Somewhat unrealistically, the main button on the detonator does not retract into its housing when the detonation lever is depressed. Unlike the ingame grenades, Sticky Bombs do not count as an Offensive Item and must be equipped normally like any other primary weapon in the game. The exact damage dealt by Sticky Bombs depends on the player character's Explosives Skill Level.
Sticky Bombs can be found throughout the game in random stashes from Chapter 8 onwards, or crafted by the player character once his Crafting Skill Level is Level Four or higher, or purchased exclusively from the Resistance Shelter Armoury for 500 TRUs apiece from Chapter 15 onwards.
"Remote Detonation Explosives."
A C4 Sticky Bomb in the Resistance Shelter Armoury next to its detonator. On the left is an M1911 Pistol, to the right are some Pipe Grenades, and above are some Can Grenades, some Explosive Materials, and a Medkit.
A Sticky Bomb being thrown towards an unsuspecting T-800 Endoskeleton in the background. The detonator in Jacob Rivers' right hand reads "FIRING DEVICE / ELECTRICAL M57" which is similar to the detonators used by Claymore
mines, but unlike those this detonator is wireless.
A T-825 Endoskeleton in the distance with a Sticky Bomb near its right foot, walking towards a secured Skynet Gate, and about to get a very explosive surprise.
A Sticky Bomb exploding, unfortunately not with enough force to destroy the T-825 outright. The explosion unrealistically cannot be used to breach Skynet Gates either.
The Sticky Bomb in the game's crafting menu. As can be seen in the lower right hand corner, this is one of the most expensive (in terms of materials required) craftables item in the game, presumably because the explosive's detonator and wireless receiver also need to be built alongside the explosive itself.
A Claymore-type explosive mine with a laser tripwire appears in the game as the "Laser Trap." These mines can be stuck to most walls (generally the ones in interior spaces) where they will activate after a few seconds and project a visible red laser beam, that when broken by anything passing through will cause the mine to explode. Unlike real Claymore-type mines that deal their damage in a defined arc, Laser Traps unrealistically deal damage in a hemispherical area of effect. The player character can freely place or remove Laser Traps he placed himself; enemy Laser Traps can only be temporarily deactivated, or permanently turned off, or safely removed for later use only if the player character's Explosives Skill Level is high enough (the same skill also determines the amount of damage that friendly Laser Traps do to enemies when detonated). Laser Traps can also be prematurely detonated without tripping the laser beam by hitting the mine's body with any kind of gunfire, or they can be sympathetically detonated by a nearby explosion.
Laser Traps can be found in the game's levels in Chapter 19 or later, or they can be crafted by the player character once his Crafting Skill Level is Level Three or higher, or they can be purchased exclusively from the Resistance Shelter Armoury for 500 TRUs each from Chapter 15 onwards.
Jacob Rivers about to do some demolition work on an expensive mansion in Hollywood Hills with a Laser Trap. The white outline shows where the Laser Trap will be placed once the fire button is pressed and an appropriate surface is close enough.
A view of a Laser Trap that Jacob Rivers placed himself. The visible laser beam along with the prompt to safely remove the mine are in view here.
Some Laser Traps blocking access to a parking garage in post-apocalyptic downtown Los Angeles.
The same Laser Traps exploding at a safe distance after being shot with an Uzi.
The Laser Trap in the game's crafting menu. Somehow, creating a working laser sensor and detonator can be done with fabrics, chemicals, energy cells, electric parts, and assorted metal scraps.
The main ingredient or "ammunition" used to make explosive weapons in the game, Explosive Materials can be found in random stashes throughout the game, looted off certain destroyed enemies, or purchased from the Scavengers' supply locker at 16 TRUs each or from the Resistance Shelter Armoury at 50 TRUs apiece. The ingame model implies that they are blocks of C4 Explosive, which would technically make Pipe Grenades redundant; pipe-bomb-type improvised explosive devices have casings made out of metal pipe so as to better contain a low explosive material for more damage when detonated, whereas a high explosive material like C4 is already energetic enough to not require a such a casing but is stable enough to require a built-in detonator to explode, something that is not reflected in the crafting recipes of Pipe or Can Grenades.
A bunch of Explosive Materials in the game. For some reason you normally need two of these to craft a simple Pipe Grenade, which is smaller
in size than the entire bundle of explosives seen here. More powerful explosive weapons in the game normally need four
of these bundles, which somehow all fit inside a package smaller than the entire bunch of explosives required.
The game's crafting mechanic requires the player to use an ingame Crafting Table, which allows the player character to make everything from lockpicks, to first-aid kits, to ballistic ammunition, to Plasma Cells for Phased Plasma Weaponry, even high-explosive devices depending on his Crafting Skill Level. Jacob Rivers is apparently a good enough handloader to make 20 cartridges of 9x19mm or 5.56x45mm ammunition for every lot of necessary components without any appreciable time needed to do so right from the beginning of the game, which is highly unrealistic due to the fact that handloading ammunition in real life is a fairly-involved, time-consuming process that requires some specialized tools and the right bullets and casings (certainly not those made from metal scraps lying around!).
The game's Crafting Table. I don't see any precision scales for weighing precise amounts of smokeless powder, or reloading dies, or reloading presses, do you?