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Renegade Moon Lily
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I cut the list down to what I and Carthage could feasibly use. neither of us could wield Kosh or Krill weapons due to the grips.
Pistol: Pistols are very small and light, making them great sidearms. most are also extremely easy to modify. they come in 3 varieties: Revolver, Semiautomatic, and autopistol. revolvers are the most reliable design, and they have decent stopping power, but reloading is time consuming and the capacity is only 6 rounds. the Semiautomatic pistol has decent stopping power and a 15 round capacity, which is loaded with magazines, instead of by hand, but they are not as reliable as revolvers and have a chance to become jammed when reloaded. Autopistols are like even smaller SMGs. they have a capacity of 30 rounds, and a high rate of fire, but lacks both the stopping power and reliability of the revolver and Semiautomatic.
Shotgun: this is a spreadfire weapon with a short effective range but will deal terminal damage to most unarmored targets. Shotguns come in two varieties: Pump action, and Break action. Pump action shotguns have an 8 shell capacity, and have a decent rate of fire, but take time to reload, and may jam. Break action shotguns only hold two rounds, but will never jam and both chambers can be fired with a single pull of both triggers.
Rifle: a long grip and barrel, and rifled chamber, make these weapons extremely accurate. Rifles are also very modular, letting users customize them to a degree. Rifles come in 2 varieties: Assault rifle, and Long rifle. Assault rifles can fire in single shots, burst, or full auto. they have a capacity of 30 rounds. Long rifles can only fire single shots and have a capacity of 10, but they have a much longer effective range, and have almost perfect accuracy.
Machine gun: Machine guns are fully automatic, making them exceptional suppression weapons, but due to their high recoil, they are not very precise. Machine guns come in 2 varieties: Large, and Sub. Large machine guns are extremely heavy and loud, and the caliber of ammunition they fire can pierce most forms of civilian armor, making them very intimidating weapons. they hold 100 rounds in a large box magazine. Submachine guns are much more unassuming and have less firepower than LMGs, but are lighter and easier to manage. they have a capacity of 40.
Energy weapons: Energy weapons fire lances of superheated plasma which cut through armor and sear the flesh underneath. Energy weapons can be recharged, making them more efficient than solid projectiles. Damage to the impacted area is extraordinary, but to surrounding areas, it it quite minimal, which means that to reliably kill, one has to fire directly upon vital areas, such as the head, neck, and chest. Energy weapon come in two varieties: Pistol and rifle. damage and capacity is identical between the two, but the rifle is more accurate, while the pistol is lighter.
Grenades: Grenades are hand held explosives, which are primed to explode, then thrown by hand. Grenades can be primed to explode with a 5 second fuse. there are 3 varieties of grenade currently available to you: Pellet, Smoke, and Flashbang. Pellet grenades are filled with rubber pellets which mimic the shrapnel from a frag. Smoke grenades fill a large area with opaque smoke, which limits visibility greatly. Flashbang grenades creates blinding light and deafening sound, causing anyone who succumbs to its effects to become essentially helpless for a short period of time.
Launchers: grenade launchers propel explosives much further than one could throw. Grenade launchers must use specially prepared. when Launcher jam, there is a possibility that the grenade will be primed to detonate. Grenades launchers come in three varieties: Revolver, Break action, and Shoulder mounted. Revolving Grenade launchers can hold up to 6 grenades, which are primed to explode either on contact, or when 2 seconds have passed after firing, but reloading is time consuming. Break action launchers have a capacity of 2 grenades, but reloading is faster. Shoulder mounted launchers have a capacity of a single grenade, but they can send them much further than either the Revolver or the Break action. shoulder mounted rockets ALWAYS detonate on impact.
Restricted weapons: these weapons are unable to be modified to fire nonlethal ammunition, and is not allowed too be used for wargames; however, recruits may select them for weapons drills and live fire tests.
Rail weapons: these weapons use mass drivers to silently propel rods of superheated tungsten great distances. Railguns come in Pistol, Rifle, and Repeater. the Pistol has a capacity of 10 and the shortest effective range, but is lighter than the rifle and repeater. the Rifle has the longest range and highest projectile velocity, but is very heavy, and has a capacity of only 5 rods. the Rail Repeater is approximately the size of an assault rifle, but weighs as much as a LGM. Repeaters can fire both single shots and automatic, though users have experienced warping of the barrel if the weapon is fired auto for too much time. the weapon has a 50 round capacity.
Assault pistol: this 10 shot spreadfire pistol fires a cloud of thermite shrapnel, causing an effect similar to a Krill Havoc cannon on a smaller scale.
Pulse Drivers: originally devised by Skulks as a low cost alternative to solid projectile weaponry, Pulse drivers have become a standard for security forces and criminals due to their ease of use and low cost. Pulse drivers shear off molecules of a titanium block inserted into the weapon and convert them into a plasma, then fire them out at light speed. the effect is somewhat similar to an Energy rifle, except that Pulse Drivers are automatic weapons. a Pulse Driver can convert a single 2"x"5"x2" block of titanium into 4 hours of sustained fire, though the weapon can only sustain 20-30 seconds of sustained fire before it overheats and locks the trigger while it vents.
Flame thrower: these weapons are extremely effective against infantry, coating them in burning napalm. Flame throwers have heavily armored fuel tanks, which weight them down greatly, and they can deplete their entire tank within a minute, but among suppression weaponry, none is as frightening or effective as the flame thrower.
I notice that a majority of the restricted weapons are Krill weapons. the Havoc Cannon included, though I assume Jack will just use shotguns with modified grips. the list also includes the different types of Armor and equipment available to me. should I look at these before making my weapon selection?
sorry about the novel I just made you read.
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