|SB-20 Mag-Pulse Rifle|
|First Obtained||Level 1 - Hospital|
Intense electromagnetic bursts fired from this rifle damage any shielded circuitry. It is the recommended means of deactivating malfunctioning combat robots. The average damage makes it inadvisable to use on 'soft' targets like mutants or the lesser cyborgs as its true value is in the weapon's massive armor penetration. One notable quirk of the weapon is that the projectiles it fires are not only slow-traveling but over a long distance will drop due to gravity. A Mag-Pulse shot at a foe far away may need to be fired above its intended target.
While you'll get the Mag-Pulse early on, note that ammunition will be extremely rare until you get to Level 3 and pick your shots carefully. Once you do have a few cartridges to spare, it will be your best friend for putting down the Exec-Bots and Security robots. It is also an excellent choice for taking on Cyborg Diego until you an get your hands on the heavier rifle-class weapons, as he is very well armored.
|Mag-Pulse Cartridge (25) - To use against shielded robots.|
- Most of the weapon names in System Shock are derived from the initials of the games developers. In this case, Sean Barrett.
- The animation frame of this weapon firing is actually not shown in the game itself, even if present in the files. This applies to all versions except the Source Port update, where it can be enabled using "Show All Weapon Frames" game option.
|System Shock Weapons|
|Hand-to-Hand||Lead Pipe • TS-04 Laser Rapier|
|Pistols and Rifles||SV-23 Dart Pistol • ML-41 Minipistol • DC-05 Riot Gun • Magnum 2100 Pistol • AM-27 Flechette •|
MARK III Assault Rifle • RF-07 Skorpion • MM-76 Accelerator Rail Gun
|Energy Weapons||SparqBeam Sidearm • DH-07 Stun Gun • SB-20 Mag-Pulse Rifle • ER-90 Laser Blaster • RW-45 Ion Pulse Rifle • LG-XX Plasma Rifle|
|Explosives||Gas Grenade • Fragmentation Grenade • EMP Grenade • Concussion Bomb • Nitropack • Land Mine •|
|Cut Content||Rivet Gun|