Energy Weapons

Energy Weapons are the second weapon class in System Shock 2. As the name implies, Energy Weapons are driven entirely by electrical energy, instead of standard ammunition. Energy Weapons are charged by Energy Recharging Stations scattered throughout the Von Braun. In addition, they can be charged via a battery.

Three weapons exist in the class. They are:
 * Apollo H4 Argon-Suspension Laser Pistol
 * Mark IV Laser Rapier
 * Dual-Circuit EMP Rifle

It is also a combat skill in the game, and depends on the difficulties, one can normally specialize in 1-2 combat skills in a game.

Damage bonus
Whenever a player upgrades a combat skill by one level, each weapon of the same type below that level gains a bonus damage of 15%. For example, when a combat skill reaches level 2, weapons that required level 1 will gain a 15% extra damage, and weapons that required level 3-6 cannot get any bonus, of course. One should note that level 6 weapons will never obtain any bonus from combat skills.

Requirements
Some weapons require minimum statistics or skill levels to equip and use.

Advantages

 * Ranged Energy Weapons use electrical energy as ammunition, and can be recharged at any Recharger Station. As long as the player can find such a Station in the area, these weapons have an infinite amount of ammunition.
 * Energy Weapons inflict a large amount of bonus damage to mechanical enemies, especially the EMP Rifle, which can take down any droid in no time.
 * Energy Weapons are recoilless.
 * The Laser Rapier can be a quick replacement of the Wrench.
 * All Energy Weapons deal a lot of damage to the final boss.
 * The Laser Rapier can deal damage to the boss, while the Wrench and Crystal Shard cannot.

Disadvantages

 * There are no Recharge Stations on the UNN Rickenbacker, and could put the player into trouble if one is not prepared for the situation.
 * Energy Weapons are markedly less effective against organic enemies.
 * They cannot deal bonus damage against purely organic enemies (unlike Standard or Heavy weapons, which can utilize anti-personnel or incendiary ammo).
 * The Laser Rapier and Laser Pistol only deal half damage against fully Annelid creatures, including Arachnids and Psi Reavers. Their Standard Weapon equivalents (the Wrench and .45 Caliber Pistol) have no such penalty, dealing more damage to Annelids than the Energy Weapons, and require little to no Standard Weapons skill to use. Because of this, these weapons should be used instead against fully Annelid enemies.
 * The EMP Rifle does absolutely no damage at all against organic enemies, only being effective against Mechs and Cyborgs.
 * Because of this, it is recommended to upgrade one of the other weapon skills in order to deal more damage to Annelids.
 * Exotic Weapons deal large amounts of damage to Annelids and little to no damage to mechanical enemies. This synergizes with Energy Weapons quite well, as they cover each other's weaknesses.
 * Both the Laser Pistol and the EMP Rifle are less practical than their Standard Weapon counterparts.
 * The EMP Rifle deals no damage to the Nodes floating around the Brain of the Many nor the Brain itself, and hitting the Nodes with the Laser Rapier could be a tough job, forcing one to use the weak Laser Pistol.