Weapons

Talon

This basic weapon is a powerful close range weapon in the hands of a skilled warrior like TurokŪ. An impressive twin-bladed weapon that is worn strapped to the hand with leather bands

War Blade

The War Blade is a far more deadly hand to hand combat weapon by virtue of its size and striking power. A large weapon carved out of wood or moose antler, the War Blade is capable of delivering far more powerful blows than the Talon.

 

  .9mm Pistol

The entry level firearm for the game. Capable of semi-automatic fire, the pistol is not very useful against larger enemies. Max 10 rounds. Collect extra ammo.

Tek Bow

The high-tech brother of the ancient hunting weapon of the Saquin Nation, no TurokŪ would be complete without it.

Tranquilizer

The Tranquilizer Gun provides a non-lethal, but effective means of temporarily dispatching enemies. Depending on the number of hit points an enemy has, and whether or not it is immune to the tranquilizer, one of more shots from this weapon can render the enemy unconscious for a time. Once the tranquilizer wears off, however, the enemy will regain consciousness, and harbor a serious grudge! Collect extra darts.

Shotgun

The shotgun is a powerful weapon, but has a slow rate of fire. Extremely useful in close range situations. Comes with 10 standard shotgun shells. Max 15 standard shotgun shells, 6 explosive shells.

Plasma Rifle

This high-tech version of an assualt rifle fires tracer-like plasma bursts. Comes with 30 plasma rounds (counted down by 3 each time the weapon is fired). Max 60 plasma rounds.

  Firestorm Cannon

The Firestorm Cannon delivers a literal rain of firepower that can rip enemies to bits in seconds. Comes with 90 plasma rounds. Max 150 plasma rounds.

  Scorpian Missile Launcher

Firing a barrage of small (4 to 6 inches) yet lethal missiles, Scorpion Missiles can track multiple targets. Each Scorpion Missile is a heat-seeking projectile capable of tracking a target with great accuracy. Indeed, once a Scorpion Missile has struck a target, other missiles from the same barrage may continue to track the hapless victim. Due to a built-in system that ensures multiple strikes against a single target (for maximum lethality), three to four Scorpion Missiles from a single barrage may strike an individual before the other projectiles home on another target. Scorpion Missiles do not have a very fast rate of fire. This is compensated for by the weapon's ferocity. Comes with ammo for 3 Scorpion Volleys. Max 8 volleys.

 

Proximity Fragmentation Mine Layer

Proximity Mines offer a particularly grueling death. Proximity mines are fired forward from a special launcher. A small green light blinks atop each mine. When an enemy gets too close to a mine, the mine will let out a high pitched beep and the green light will flash red. A small charge launches the mine into the air where a second charge detonates the mine. When the mine explodes, it sends a wall of shrapnel out on a horizontal path at about knee level. This wave of shrapnel can cut a man off at the knees, and slice smaller enemies into pulpy goo. (NOTE: individually placed P.F.M.s can be used as a seperate trap internal in the game) This weapon has an extremely slow rate of fire. Comes with 3 P.F.M.s Max 6 P.F.M.s.

Cerebral Bore

Sounds like an academic cocktail party, but this is a particularly nasty bit of alien technology. The Cerebral Bore fires a projectile that locks onto brainwave activity. Sets of hooked prongs are thrust deep into the victim's skull upon impact, draining their brain fluid. Messy! The Cerebral Bore is not effective against creatures of low intelligence, as the signals given off by their brains are not sufficient for the Bore to track onto brainwave activity. As a result, the projectile will aim for the head of any enemy it is fired at.




(c) R.Thompson