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