Headhunter/Weapons

Throughout Headhunter, Jack gets equipped with more and more impressive Weapons, based on his LEILA license grade. After each upgrade you'll get access to a new equipment locker that will give you the next round of ballistics. Some are more efficient than others at disposing of Syndicate goons, but it's not wise to turn any of it down.

No license

 * Stimulator Automatic
 * ENP handgun, standard ACN issue. A versatile weapon carried by all Headhunters, it is particularly useful against multiple enemies due to its fast rate of fire. A custom upgrade offers increased capacity and firing rate. The standard Stimulator magazine holds 10 shots.
 * Manufacturer: Smith & Easton
 * Origin: USA

C-license

 * Stimulator Automatic
 * Same as above.


 * Scorpion Neurostunner
 * Small silenced handgun with modified ENP ammunition that scambles signals from the motor cortex region of the mrain, incapacitating the victim for a limited time. Needs a short period of charging before a shot can be fired. Useful in stealth situations.
 * Origin: USA


 * Decoy Shells
 * Spent shell casings that can be thrown to distract enemies.


 * Resonator Grenade
 * ENP hand grenade that creates a sonic boom with a wave-form similar to that of a conventional explosion but harmless to non-organic material. Organic targets within range suffer severe neural damage.
 * Manufacturer: General Munitions, Inc
 * Origin: USA


 * Decoy Shells
 * Shells for the Stimulator Automatic can be thrown as a decoy to lure enemies away. Very useful in stealth situations.
 * Manufacturer: General Munitions, Inc
 * Origin: USA


 * Proximity Mine
 * ENP mine with the latest in stealth technoogy which renders it virtually invisible. Fitted with a motion sensor, the mine explodes when someone comes close.
 * Manufacturer: General Munitions, Inc
 * Origin: USA

B-license

 * Stimulator+
 * A larger, 16-round magazine is the only major improvement over the standard Stimulator automatic.


 * Regulator Shotgun