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Weapons

Lightsaber

The primary weapon of the Jedi, lightsabers have been described as an elegant armament of a more civilized time. As one of the most powerful weapons in Kyle's arsenal, this weapon can be used for both offensive and defensive moves. The lightsaber can also damage anything it comes in contact with. The better the Jedi, the better this weapon can become.

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Bryar Pistol

Kyle Katarn's weapon of choice, the Bryar pistol may be slow to fire, but it is also incredibly accurate. The primary attack fires a deliberate, single shot that causes great damage. Secondary Fire is initiated by holding the fire button down to charge the blaster round in the chamber, creating a highly damaging bolt.

Primary firemode: Releases a laserblast with a medium rate of fire. One shot costs you 2 energy-units.

Secondary firemode: Holding the secondary firekey will charge up the weapon after which a large bolt of deadly energy is unleashed. Needless the say the greater power comes at a price, as using it maximally charged will cost you 9 energy-units. This bolt moves somewhat slower than the laser blaster from the Bryar blaster pistol and E-11 Blaster rifle.

Already the most underestimated and under used gun in JK2. It's primary function has a medium rate of fire and does a reasonable amount of damage but it's secondary fire is where the weapon really shines. This mode is great for taking out snipers or people who are otherwise caught unaware, since it does a large amount of damage. It's useless against people at greater distances, safe for getting a few lucky kills when multiple enemies are fighting and don't pay attention to you. This is because you can only fire a bolt every few seconds and because the traveling speed of the shot is slower, which makes it relatively easy to evade if you see it coming at you. It is also nearly useless against people who use lightsabers since they should have no trouble deflecting any shots you fire at them. The maximum amount of ammunition for the Bryar Pistol, in the form of blaster packs, is 300 units

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E-11 Blaster Rifle

Used as the primary weapon of the Imperial forces, the E-11 is a sturdy and deadly rifle that packs a large amount of damage into a small weapon. Its compact size makes it easy to carry and conceal.

Primary firemode: Releases laserblasts with a medium rate of fire that do a good amount of damage. A single shot will cost you 2 energy-units.

Secondary firemode: This firemode does the same amount of damage as the primary one, yet the rate of fire is significantly higher and the accuracy decreases somewhat. A single shot in this mode costs 3 energy-units.

The standard weapon of the Imperial Stormtroopers, the E-11 has already seen many years of service and continues to be a well balanced weapon. In secondary firemode, when used properly, it can be lethal against gun toting or saber wielding enemies alike. However, keep an eye on your ammo counter. Since the shots cost 3 energy-units and since it has a very high rate of fire you'll run through your total amount of ammunition faster than you would expect. The maximum ammunition quantity and type are similar to that of the Bryar pistol.

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Tenloss Disrupter Rifle

The tenloss rifle is outlawed by the New Republic but is still produced on the black market and used by some criminal elements. The primary fire produces a single fast-moving shot with a medium rate of fire. The secondary mode can be charged up and disintegrates living targets. It allows scope activation and zoom.

Primary firemode: This mode enables you to fire the weapon unzoomed. It has a decent rate of fire and does a medium amount of damage. Although the rate of fire is relatively slow compared to for example the E-11 Blaster rifle, the shot moves at high speed making it difficult to evade and it cannot be stopped by the lightsaber!! Firing the weapon once will lower your ammunition reserves with 5 units.

Secondary firemode: Pressing the secondary fire button will make the weapons scope zoom in. The longer you hold the fire button, the further you'll be able to zoom in. While in zoom, holding the primary fire button will charge up the weapon (indicated by a meter at the top). Release the primary fire button to fire the rifle or press secondary fire mode to go out of zoom. Any movement while in zoom will cause you to go out of zoom as well by the way so stay crouched and stationary when you want to aim for a target!! In this fully charged up mode the gun can also shoot through multiple enemies and those unbreakable glass windows and ramps (like in the streets of Nar Shaddaa map). However, loading up the gun to its maximum power will cost you 27 powercells so you'd better make those shots count.

This gun can dominate a large open map or a map with long hallways etc. when used properly. However, it takes time and patience to become skilled at sniping. When you are discovered and people start coming at you don't panic. Just sit still, charge up the weapon and take your time to aim. You may get hurt a little while sitting still but if you miss due to impatience you won't get a chance for another shot. This is due to the fact that charging up the weapon takes quite some time. Unless your attacker has full health and a lot of shields, a fully charged Disrupter shot is lethal. This rifle can hold a maximum amount of 300 powercells.

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Bowcaster

It might look archaic, but this weapon fires powerful bolts of metal enveloped in energy pockets. A self-cocking attachment allows creatures weaker than Wookiees to fire them.

Primary firemode: This allows you to fire energy enveloped arrows at your enemies. The rate of fire in this mode is very slow but you can charge up the weapon by holding the primary fire button. Doing so will unleash either 3 or 5 arrows at the same time in a wide spread. Due to the spread a charged Bowcaster is useless at medium to long ranges, yet in close quarters combat it can be lethal, even to saber wielders. The energy used for this weapon is that same as that for the Disrupter rifle. A single shot consumes 5 powercells, a 3-arrow blast uses up 10 and a 5-arrow blast requires 25 powercells. Energy arrows can be deflected with a lightsaber.

Secondary firemode: This mode does not have a charge function like the primary mode. However, arrows can bounce of surfaces, and as such you can use floors, ceilings and walls to fire around corners or to hit enemies who think they are safe by the way they move. The rate of fire is slightly faster than with the primary firemode yet still slower than for example the E-11 Blaster rifle. However, the damage a single Bowcaster shot does is larger than that of the E-11. The Bowcaster truly is a specialists weapon, and takes time to master. Once a good feel for the weapons playing style has been acquired it can be turned into a very lethal instrument of death.

This weapon can, when sufficiently mastered, rack up a lot of kills in maps where there are enclosed hallways, ramps and rooms (such as the Bespin Streets, Trial Pit and Stardestroyer maps). Use the various walls, ceilings and floors to shoot around corners using the secondary firemode. Be careful however not to hit yourself, as the bolts that bounce of of walls and the like can possibly ricochet back at you and do quite some damage. Also a good tactic is to simply run around constantly charging up the primary firemode. Especially in crowded servers you'll have no lack of possible targets to unleash the powerful blast upon. Charging up the primary mode is also great when firing at groups of people who are entangled in combat and who therefore don't notice you. You can carry the maximum amount of 300 powercells for this weapon.

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Heavy Repeater

This deadly and destructive projectile weapon fires a rapid stream of metal bullets, capable of covering an entire area with deadly suppressive fire. Primary fire discharges a rapid succession of bolts while the trigger is held and secondary fire launches a concussion explosive from an under the mounted barrel which throws enemies around causing extensive damage.

Primary firemode: Firing the primary firemode of this weapon results in a stream of metallic bullets that travel at high speed yet are somewhat inaccurate beyond medium range. The rate of fire of the Heavy Repeater is better than that of any other weapon, even that of the E-11. The bullets from this mode can be deflected by a lightsaber but cannot be manipulated by Forcepowers such as Push or Pull!! Despite the fact that a single bullet from this gun does little damage is made up for nicely by its very high rate of fire. The gun uses metallic bolts as ammunition and pressing the fire button once results in one bullet being fired.

Secondary firemode: The Repeater rifle has a grenade launcher that is mounted below the barrel. It fires explosive energybased grenades at a medium rate of fire that, allthough energybased, are regarded as projectiles. They have a large blast radius in which everything receives splashdamage. Since the grenades are projectiles they can be pushed back by using Forcepush. However, they cannot be deflected by the Lightsaber!!! Firing a grenade uses up 8 metallic bolts of ammunition.

This weapon is particularly suited against large groups of enemies, due to the primary mode's high rate of fire, or against one or a few enemies who are wielding lightsabers. The primary firemode is nearly useless against a player using a saber as he should be able to deflect the bullets with relative ease. The secondary fire however is great against saberists as they cannot use their saber to deflect the energyprojectile and because the impact of the explosive does a lot of splashdamage. However, care must be taken when in a Full Force game, as the explosives can be pushed back with Forcepush and might hit you instead of the target that you aimed for. The maximum amount of ammunition for this gun is 400 units.

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Destructive Electro-Magnetic Pulse 2 Gun

Commonly referred to as the DEMP 2, the primary mode of the pulse rifle shoots out a concentrated energy ball which is very effective against droids, probes and other mechanical devices. The DEMP 2 also has a secondary fire mode which produces fast attacks that cause radius damage to droids and living things.

Primary firemode: The primary firemode fires ion bursts at a medium rate of fire that do a decent amount of damage to enemies. The speed of the energybursts is somewhat slow though, which makes them relatively easy to evade. Firing a single shot will deplete your ammunition with 8 powercells. The shots from the DEMP2 can not be deflected by the lightsaber.

Secondary firemode: This mode will charge up the weapon, similar to the secondary firemode of the Bryar Pistol and the primary firemode of the Wookie Bowcaster. Upon releasing the firebutton a large shockwave of energy will allmost instantaneously explode on the position aimed at. This mode requires significantly more energy than the primary mode, 30 powercells compared to 8 to be exact.

Allthough charging up the weapon in this mode is quite expensive, in terms of both ammunition and time needed to reach a full charge, the effect is devastating. It's a great weapon to fire in small rooms when there is little room for your enemy to manoever out of the shockwave's blast radius (like on the Bespins Streets, Stardestroyer or Deathstar maps) or on open maps when large groups of people are fighting close together (Massassi Temple, Nar Shaddaa Streets). Since the blast of the secondary firemode can knock people abouts the DEMP2 is a great weapon to blast people of ramps and ledges, like in maps such as Nar Shaddaa Streets, Bespin Exhaust Shafts etc Also, In Capture The Flag/Ysalamiri games it is exceptionally useful because you can use it to destroy/push back/scatter defenders or, once your team has acquired the flag/Ysalamiri, to keep attackers away from your flagcarrier. The weapon can hold a maximum of 300 powercells for ammunition.

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Bespin Security Guard

Officially known as the Cloud City Wing Guard, these troopers not only police the streets of Cloud City, but they also serve many other official capacities: firemen, customs agents, meteorologists, and bomb disarmers. In the past the Wing Guard served corrupt, totalitarian leaders of Cloud City, but Lando Calrissian changed all that when he became baron-administrator. After he left Cloud City to join the Rebel Alliance, the Wing Guard continued to serve the best interests of people of Cloud City for the most part. Small pockets of corruption have invaded their ranks in recent years, caused by the overflow of criminal activity in the lower levels of Cloud City.

Primary firemode: Using this firemode makes the FC-1 behave like a shotgun or flakgun. Metal shards will be hurled towards your target at great speed. It is only useful at short and medium range, as the metal pieces spread out rapidly decreasing the chances of inflicting damage upon your enemies. However, when fired at short range it can do massive damage. The weapon uses metallic bolts for ammunition and firing the weapon will cost you 10 units of the weapons ammunition.

Secondary firemode: This mode will enable you fire spherical mines. These mines travel at high speed, can bounch against solid surfaces and only explode upon impact with an enemy. If they don't hit any targets, they will explode after a duration of 3 seconds. Using the secondary firemode consumes 15 metallic bolts.

The FC-1 is both great in a defensive and offensive role. You can use it to carpet a hallway/ramp with mines, preventing any enemies from getting through thus for example protecting your flagroom/flagcarrier. As an offensive weapon it is great both at short range such as in close quarters combat (primary firemode) and at medium range in both close quarters and on open maps (secondary firemode). Using the secondary firemode does take some practise as you can easily damage yourself due to mines bouncing back at you. Also, on open maps you have to learn to get a feel for the weapons maximum effective range and how long it takes the mines to hit the target. This way, you can fire mines in the targets pathway, making him/her run into the projectiles. Care must be taken in games where use of the Force is permitted however, as the metal shards and mines are regarded as projectiles allowing you to use Forcepush on them. The maximum amount of ammunition you can carry for this weapon is 400 units.

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Thermal Detonator

Famous throughout the galaxy, a thermal detonator releases a barrage of energy and heat that disintegrates everything around it.

Primary firemode: Pressing the primary firebutton makes you throw a thermal detonator that will bounce of of walls, ceilings and floors and explodes either upon contact with an enemy or, when no target has been hit, after a 4 second delay. The longer you hold the firebutton the futher you will throw it.

Secondary firemode: In this mode you'll throw a thermal detonator that explodes upon impact with any solid surface such as walls, ceilings, floors and enemies. Again, the distance you can throw is determined by how long you hold the firebutton.

Allthough not as powerful as described in the Starwars Encyclopedia (here thermal detonators are described as having the power of a small nuclear device, capable of desintegrating everything into a 30 meter radius including whole buildings) they still pack a vicious punch. The splashdamage they can cause is extensive, tossing enemies about and thus makes them perfectly suited for carpeting hallways, ramps etc Also, throwing some thermal detonators at fighting groups of enemies can get you quite some kills. Remember that the thermal detonator is a projectile weapon so enemies with Forcepush can push the explosives back in your direction. Also, bear in mind that the range of this weapon is short to medium, so make sure that your desired target is within range or he'll have no trouble evading the explosives and taking you out. You can have a maximum of 10 thermal detonators at any given time.

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Laser Trip Mine

Trip mines consist of a beam projector affixed to a shaped explosive casing. The laser activates once the trip mine is placed, extending a beam from the charge to the nearest surface that intersects its path. If this beam is broken or the charge is fired upon, the mine will detonate and damage anything caught within its radius.

Primary firemode: Using this mode enables you to attach the triangular shaped explosives on walls, ceilings and floors after which a laserbeam is emitted from a projector on the casing. Any enemy breaking the laserbeam will set of the explosive, causing a large amount of splashdamage. The trip mines will also explode when fired upon.

Secondary firemode: In this mode the trip mines dont function as such any more. Instead, when positioned on walls, ceilings and floors the device will automatically detonate after a 3 second delay. Again, firing on the casing will cause it to explode aswell.

Laser trip mines make great weapons for ambushes. Make an enemy follow you and rop a few on a wall when you go around a corner. 9 out of 10 times the player following you will run around the corner and be unable to stop before detecting the mines. On Capture The Flag maps the laser trip mines are an excellent weapon for defensive strategies. You can place them in primary mode in the hallways leading to your flag or drop them in secondary mode to slow down or kill any enemies following you or your flagcarrier. Be careful to remember where you dropped the mines though, as you wouldn't be the first player to get killed by your own explosives. The maximum amount you can carry with you is 10 mines.

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Det Pack

A detonation pack is a small explosive with a remote activator that can be triggered by the user. The pack is set in place or thrown and is then detonated whenever the user desires. Typically this is used to ambush enemies or blow open doors that are otherwise sealed to the user.

Primary firemode: Pushing the primary firebutton will drop 1 pack at a time. Detonation packs, similar to the laser trip mines, can be attached to walls, ceilings and floors. You can drop as many detonation packs as you have with you. As with the laser trip mines, the detonation packs explode when fired upon.

Secondary firemode: Activating the secondary firemode will detonate any packs you have attached to walls, ceilings and floors. If you haven't detonated the packs within a certain amount of time they will selfdestruct.

Detonation packs, just like laser trip mines, make great weapons for ambushes and defensive tactics. However, allthough their blastradius is somewhat larger than that of the laser trip mines, enabling them to deal out more damage, logically they are only useful when you stick around and detonate the packs when an enemy approaches. This in contrast to the mines, that will auto-detonate when an enemy breaks the beam or comes too close while the mines are in motiondetection mode. Therefore, the packs are more suitable for defending key positions such the flagroom in CTF-games where you are bound to be in the vicinity anyway, for example because you play as a defender. Also, running through a large group of enemies while dropping and detonating these packs can cause a lot of havoc and can get you kills easily. Again, you can carry 10 units with you.

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