# Standard weapons ## Dispersion Pistol Standard-issue weapon for Vortex Rikers personnel. Not too strong, as it's meant to be a deterrent, but can become a deadly weapon with upgrade kits. Primary fire: Shoots out a burst of energy. The light it emits can be useful in dark areas. Secondary fire: Charges the shot up to a maximum of 500% of its original power. The microfusion core it contains can resupply it with ammunition practically until the end of time. ## Automag A very reliable gunpowder-based firearm, chambered in 9mm. Magazine feeds off two 10-round clips in tandem. Primary fire: The typical. Hold for automatic fire. Secondary fire: Due to its characteristics, the firing speed can be improved by holding it sideways, although this will make it much harder to aim straight. ### Extended behaviour A skilled gunslinger can use two of these at the same time, and with adequate coordination, time their shots in a way that virtually doubles the speed at which they can deal the pain. ## Stinger Proving that hostility is the mother of invention, the Stinger is in fact a repurposed mining tool. This weapon breaks down raw tarydium mineral into puncturing shards, which are expelled with great force. Primary fire: A single shard. Holding down the trigger will initiate a rapid fire mode after this initial shot. Secondary fire: Releases five shards at once with some small spread, after this the weapon will need a short time to load up ammunition again. ### Extended behaviour With each shot, targets will be pumped with highly volatile Tarydium, and can be detonated with fire from other weapons, or sufficient kinetic force (e.g. making them fall from a considerable height). ## ASMD This energy weapon packs quite a punch with each shot. If the energy contained within its internal core were to be released all at once the resulting blast would be enough to bring down a large building. Primary fire: A lightning-fast burst of energy with considerable knockback. Secondary fire: An unstable, slow moving ball of energy. It is rumored that some sort of combined attack would be possible. ## Eightball A powerful weapon. Its nickname comes from the popular pool game, which Skaarj hunters apparently had a bloodier, more explosive version of. The Eightball is true beauty in the eyes of anyone with a thirst for destruction. Primary fire: Shoots rockets. Up to 6 can be loaded when holding the trigger. Secondary fire: Lobs unignited rockets as bouncing grenades. Normally the Eightball will fire its rockets in an arc, but by holding both triggers simultaneously after the loading sequence has started, it's possible to instead fire them in a tightly packed circular pattern. The weapon is additionally equipped with a target designator for the rockets to seek. Simply keep your sights on the objective for a moment and it will produce an audible signal once it has locked on. Note that this sound will also alert the target. ## Flak Cannon Kind of a cumbersome weapon, but don't let that fool you. This portable artillery can deal quite the damage. Primary fire: detonates the mortar shell within the weapon's barrel, resulting in a curtain of shrapnel flying in the general direction of your enemies. Secondary fire: Launches the whole mortar shell, which on impact will explode and spray shrapnel in the direction it was facing when shot. ## Razorjack A Skaarj hunting weapon. Fires large, spinning, serrated blades that bounce steadily on hard surfaces and are easily capable of slicing cleanly through all but the toughest materials. Primary fire: Single blades that ricochet off walls, ceilings and floors. Secondary fire: Tilting the weapon, activates a rather limited guiding mechanism within the blades, which allows them to alter their trajectory by following motion signals from the weapon's built-in accelerometer. For skilled users only. ### Extended behaviour Holding down the trigger for the primary fire will gradually increase the initial spin of the blade, resulting in a faster, more damaging projectile. ## GES Biorifle A product of Mercenary engineering, and also a testament to creative recycling. This weapon makes use of the highly toxic waste material resulting from Tarydium refinement. Primary fire: Shoots globs of sludge that stick to most surfaces and explode violently in contact with living tissue. Secondary fire: Hold to charge up a larger mass of sludge, up to 500% the size of a normal shot. ## Rifle Nicknamed "Pocket Howitzer" by big game hunters in the farthest reaches of the galaxy, this 5ft long carbine packs an incredible wallop. Primary fire: Long range, highly accurate shots. Aim for the head for extra damage. Secondary fire: Toggles a retractable scope for easier long range aim. The Zoom button can also be used for this. ### Extended behaviour Secondary fire is now replaced with a fast three shot burst, while pressing the reload button will toggle the weapon's integrated flashlight. The Zoom button will still have the original zoom behaviour. ## Minigun Another ballistic weapon, like the Automag. Since they're the same caliber, ammunition can be shared between both weapons. Primary fire: A rapid barrage of bullets. Secondary fire: A much faster, but less accurate rain of pain. ## SMP 7243 A limited edition, gold-plated rapid fire Automag. Magazine holds 100 rounds, but believe it or not, they won't last very long. Primary fire: Full auto, semi-accurate. Empties mag in 9 seconds. Secondary fire: Fuller auto, extremely inaccurate. Empties mag in 3 seconds. # Prototype weapons ## Stunner An allegedly "non-lethal" weapon engineered by the Skaarj. Charges up pulses of kinetic force. Primary fire: Build up and release a charge of kinetic force in front of you. Any targets unlucky enough to stand in its way will be pushed away. Secondary fire: "Inverts the polarity" of the charge, which results in the complete opposite effect, causing targets to instead be pulled towards you. The secondary fire can be useful to pick up items that are way out of reach. Since the charge rod rapidly extends on shoot, both fire modes additionally deal considerable melee damage to anything that's too close. Its energy supply regenerates much quicker than the Dispersion Pistol, thanks to superior Skaarj engineering. ## Razorclaw A rudimentary close combat weapon handcrafted by a fellow survivor of the Vortex Rikers crash, using a drill and blades salvaged from stolen Skaarj Razorjacks. Primary fire: Spins up the blades, slicing and dicing anything that gets too close. Secondary fire: Activates a mechanism in the drill head that pulls the blades together, clamping down into a single point. The force of this attack is akin to the bite of a large alligator, if it had rusty metal teeth. Due to its simple operation, it's so efficient on battery life that in practice it would never run dry. ## Teleport Capsules Paired devices that can warp the user instantly between any two points of space. The holding unit can be carried comfortably on your belt. Primary fire: Throw one of the two modules towards your desired destination. A built in gyroscope will try to keep it upright on any surface. If you already have a unit out, you will instead press the recall button on the second module, which will recall its companion. Secondary fire: With one of the modules out, press the teleport button in the second one. This will initiate the teleport process. Make sure there is enough space on the destination, as this process will cancel itself otherwise. Apparently, living matter sometimes doesn't seem to trigger the safeguard, and the device will happily teleport you into the guts of whatever critter is in the way, resulting in a gory shower, and a very traumatic experience for first-timers. You can use the secondary fire while both modules are still in your posession, however all this will do is allow you to show others what you think of them making fun of your "fanny pack". Reload also does this. ## Protomag A very rare prototype handgun. Due to the difficulty of its manufacture, it was quickly discontinued and not many of these exist. You would have to be pretty lucky to come across one. The special trait of this weapon comes into play when you realize that there's no need to reload. An experimental entanglement unit inside the gun's internal mag locates spare ammunition carried by the user and automatically loads it. Both of its fire modes work exactly like the Automag, although due to internal differences, it's a bit weaker in terms of speed and damage. The fact that it never needs to reload at least compensates for this. Pressing the reload button makes use of the gun's weight to beat the crap out of your enemies up close. As an added bonus, you can press the zoom button to spin the gun. This doesn't serve any purpose other than looking cool. ## Quadshot A serious man once said "double the gun, double your fun", so clearly, doubling what already has been doubled would make things even more fun, right? This four-barrel beast of a gun is not to be underestimated. Primary fire: Shoots the first barrel, pump afterwards to rotate to the next barrel. Moderate damage, short spread. Secondary fire: Shoots all loaded barrels at once. Deadly if fully loaded, but the spread is much wider. Has to be reloaded after four shots. A skilled user may be able to reload faster by putting in more than one shell at a time. ## Peacemaker Standard-issue "room clearing" device manufactured by the Inuit Corporation. Primary fire: Deploy the device. Hold to increase the activation delay, up to 9 seconds. Having landed on solid ground, it will wait and then open up and release the rockets one by one, after which it will self-destruct. Note that these rockets will chase after anything that gets close, so keep your distance. Secondary fire: Same as before, but the device will instead self-destruct right away, causing a much bigger boom. ## Impaler A powerful energy weapon that uses enriched Tarydium crystals. Wielded by members of the Krall Dark Angel clan. Primary fire: Releases the currently held crystal, upon contact with any solid object or surface it will explode violently. Secondary fire: Redirects the energy contained within the crystal into an unstable beam of energy that arcs between any living creatures in front of the user. Reload: Loads a new crystal onto the weapon, or unloads the currently held one. If no crystal is loaded, both fire modes will be replaced with a stab. ## Flamethrower A Mercenary weapon built through reverse engineering of scavenged human technology. Primary fire: Ejects a stream of fire up to a range of 40ft. Built-in cooling prevents the weapon from overheating, so you can keep spraying for as long as you want. Secondary fire: Charges up and shoots a blob of unignited napalm. It will stick to anything it touches, and ignite immediately when in contact with fire or explosives. The weapon is completely useless if the user or target are underwater. ## Fireblaster Another Mercenary invention, and a direct evolution of the previously listed Flamethrower. Shoots green-ish fireballs stabilized by microgravity. Primary fire: A single, steady shot, followed by rapid three shot bursts in a horizontal arc if you keep the trigger held. Costs 10 units of napalm per projectile. Secondary fire: A slowly charged fireball costing 20 units of napalm. Deals more splash damage. Like its predecessor, the Fireblaster is obviously completely useless when water is involved. A very clever human scientist would eventually solve this, but that's a story for another time (and mod). ## Demolisher The Demolisher is the crowning achievement of Bigman gunsmithing. Built with the finest metals available on Na Pali, and engineered with love for one and only one thing: EXPLOSIONS. Primary fire: Single explosive shot, high recoil. Secondary fire: Rapid fire. A puny little human like you stands no chance against its recoil. Magazine holds 4 shots. ## Autocannon A barely portable weapon. Usually these are mounted on ships, you know... Primary fire: Shoots each barrel one at a time. A direct hit is pretty much lethal for small targets. Secondary fire: Fires four barrels simultaneously. Watch out for the massive recoil.