I'll work on mocking up something real quick, for the weapons I know of.
And I have done so, but only for conventional stuff in the armory. I went with the idea of using it more as a 'can my gun kill that' sheet. We should probably figure out what the UWM uses as light armor, and test that as well.
Description: A glove with a small laser emitter on the back of the hand. It can be fired by making certain gestures with your fingers.
Magazine: 50 seconds, 1 TPU
Features: Unsure. Probably none, possibly diffraction and intensity dials.
MK.1: Takes several seconds of direct beam to do any appreciable damage.
Synthbody: Unknown. Presumably can damage after many seconds, but no synthbody is gonna sit still for that long.
1" thick plate of steel: Will melt through, eventually. Seconds of beam unknown.
Battlesuit: No effect. Run.
Things to test: Effectiveness against various things, possible features.
Description:A simple laser rifle. Point and shoot.
Magazine:30 seconds, 4 TPU
Features: Two dials to adjust diffraction and intensity. Intensity ranges from 1-5, five intensity being five times as effective as one, and draining battery five times as fast. 1 is standard. Diffraction ranges from 'shotgun', to 'beam'. Beam is standard.
MK.1: Passing sweeps will not penetrate. Several seconds can penetrate and boil the flesh beneath.
Synthbody: Unknown. More seconds than MK.1 required to do significant damage.
1" thick plate of steel: Will melt through eventually. Seconds required unknown.
Battlesuit:No effect. Run.
Things to test: Possibly capable of melting battlesuit cameras in shotgun mode? Effectiveness againsst various things.
Description:A gun which uses magnets to drive a 20mm metal slug out at very high velocities.
Magazine:10 round 20mm. 2 TPU generator & capacitor
Features:1 round per second fire. Overcharge mode, which does greater damage, but fires slower. Can use special rounds.
MK.1: Massive damage, instant kill if you hit anywhere near the torso.
Synthbody: Exact capability unknown. Less damage, but still blows decent chunks off. Several shots likely required to take one down.
1" thick plate of steel: Penetrates through.
Battlesuit: No effect if you shoot the armor. Joints can be damaged, however.
Overcharged shots
MK.1: It just dies.
Synthbody: Exact capability unknown. Greater damage than standard.
1" thick plate of steel: Penetrates through.
Battlesuit: Unknown. Possibly cracks armor after several shots, damages joints.
Things to test: Overcharged shot's power draw. Effectiveness against synthbody & OCS vs battlesuit.
Description:Think video game flamethrower, with the massive cloud of short-ranged flame. Replace fire with lightning.
Magazine:60 seconds, at 10 TPU.
Features:Everything in front of you dies. If surroundings are conductive, you may too. Also, the gun burns out with the battery.
MK.1: It dies.
Synthbody: It likely dies, although it may survive for a short time.
1" thick plate of steel: It's zapped. Sections are likely melted.
Battlesuit: No effect.
Things to test: Uhm... verify the effectiveness?
Description:A small radar-gun sized weapon with a spike in the front. Targets aimed at while the gun is pointing at them suddenly have crystal growths grow all over, and in, them.
Magazine:10 round black box.
Features:Can stab somebody with it, and inject the rounds. This may cause that section of opponent's body to convert into crystal if they roll 5 on endurance. If important organs are affected, they die anyway.
MK.1:It tears them into pieces.
Synthbody:The affected part of the flesh falls off before it can do much damage.
1" thick plate of steel: Unknown. Likely digs into the metal some, unknown if it penetrates.
Battlesuit: Unknown. May breach an armor layer, maybe not. Would probably ruin joints.
Things to test:Verify that only melee stabs allow an endurance roll. Test against battlesuit and plate of steel.
Description:A gyrojet assault rifle, that fires explosive rockets at 5 per second.
Magazine:50 rockets
Features:Unknown. Only good at medium range.
MK.1:Unknown. Presumably kills with one shot to vitals or head, may be more powerful. Bursts certainly lethal.
Synthbody: Unknown. Probably kills within a few shots.
1" thick plate of steel:Unknown. Probably breaches in short order.
Battlesuit:Unknown. Probably cracks armor within a few shots, probably destroys joints in one or two.
Things to test: Effectiveness. Hidden features.
Description:A Rocket Rifle which has had the explosives swapped for a metal penetrator, and gauss coils added to get the rounds up to speed faster.
Magazine:75 rounds, Unknown TPU draw.
Features:
Special:
Burst: This weapon can fire in 3-shot bursts for added effect.
Overcharge: This weapon can fire an overcharged shot. (Req. 7 STR)
Super-Overcharge: This weapon can fire a massively overcharged shot. (Req. 11 STR)
MK.1: Look it up.
Synthbody: Look it up.
1" thick plate of steel: Look it up.
Battlesuit: Look it up.
Things to test: This was developed within the first hundred pages of on-ship, IIRC around 40-60. Unsure. Look it up.
Description: A large laser, that can kill things with great ease. It's about the size of Ol' Painless.
Magazine:60 second battery, at 8 TPU.
Features:Unknown. Likely diffraction, possibly intensity.
MK.1:Minor sweeps will kill easily.
Synthbody: May need somewhat more concentrated shots to kill.
1" thick plate of steel: Minor sweeps cut through easily.
Battlesuit: No effect.
Things to test:Verify effectiveness. Secret features.
Description:Basically a very wide laser shotgun. Intensity is lower than the cutting laser, but beam is much wider. Pistol sized, but somehow very heavy, or has recoil.
Magazine:5 TPU. Uses 300 per shot.
Features:Unknown, probably none.
MK.1: Disappearing act.
Synthbody: Unknown. Likely severely harmed, may survive.
1" thick plate of steel: Disappearing act.
Battlesuit: No effect.
Things to test:Hidden features, synthbody effectiveness.
Description:Three times the size of the gauss rifle in every way, and usually fires nuclear rounds. This page assumes you're using normal slugs.
Magazine:3 rounds, 4 TPU generator & capacitor
Features:Overcharge? Special rounds.
MK.1: He's dead.
Synthbody: He's probably dead if you hit the torso.
1" thick plate of steel: Penetrates.
Battlesuit:Unknown. Probably makes significant cracks in armor, may do more. Cripples joints.
Things to test:Effectiveness against battlesuit and synthbody. Special rounds. Price of normal mag. Secret features.
Description:This wonderful gun feeds a liquid solution into a firing chamber, and then runs an electrical current through it, solidifying it into a two-foot long shard which is as wide as your wrist in the center. It is then forced out by electrical repulsion at high velocities, and explodes into shards, electricity, and pain once it impacts something.
Magazine:30 shards worth of fluid. 4 TPU generator.
Features:Can fire a charged volley, draining 10 shard's worth of fluid in half a second, continually crystallizing the fluid as it's fired. About twenty pieces leave the barrel.
MK.1: Goes right through the person. Ironically less lethal than lower tier weapons.
Synthbody: Unknown. Probably does serious damage, killing it if you hit the torso.
1" thick plate of steel: Unknown. Probably gets stuck, then explodes and makes a big hole.
Battlesuit: Exact power unknown. Penetrates in to some extent, then explodes. Shatters at least one layer of armor, may kill the pilot. Probably separates joints from body.
Things to test: Exact power against non-MK.1 enemies. Hidden features.
Description:The lavalamp cannon fires a basketball sized glob of plasma contained with automanips, in a straight line.
Magazine:3 shots, 150 TPU battery
Features:Fires slowly. Possible for enemies at a range to dodge easily.
MK.1: Guy's dead if you hit the torso or head.
Synthbody: Dead if you hit anywhere near the braincase.
1" thick plate of steel: Nice perfectly round foot wide hole.
Battlesuit:Makes a nice foot wide tunnel right through. Try and hit the cockpit.
Things to test: Hidden features?
Description:A extremely fancy railgun which usually fires nuclear shells, guided directly to the target by advanced technology. This assumes you're firing non-nuclear ammo.
Magazine:Single.
Features:Unknown.
MK.1:Dead.
Synthbody:Dead.
1" thick plate of steel: Penetrated.
Battlesuit: Unknown. Several layers of armor shattered probably. Pilot may die.
Things to test:Hidden features? Effectiveness against battlesuit?
Description:Teleports an overloading 3-token microwave manip to where you point it. Actually, no, just creates a short-lived star there, but might as well teleport a manip. >.>
Magazine:100 TPU. Burns out after one shot.
Features:Unknown.
MK.1: Gone.
Synthbody: Gone.
1" thick plate of steel: Gone.
Battlesuit: Gone.
Things to test: We're probably only ever gonna use one in the final mission where we betray Steve and shoot him with one, so there's no real point.
Oh sure, I see what you're saying. Some of those could be easily translated into fields, I actually meant to add one for "Effective Range" but I forgot.
I'm just looking for ways to express if Weapon X is good against Target Y. And there are certainly varying degrees of effectiveness (as an example, a gun that kills a man on the spot is better than one that makes him bleed out 30 seconds later, even though he's just as dead either way. Some sort of huge scatterblast attack against unarmored targets is probably better than something like a gauss round, since aim isn't as important etc. etc.) Some sort of number rating for the general consensus for "effectiveness" of the weapon versus the target is the idea, and I hope we can get some more feedback and iterate.
As far as actually scoring the weapons, my thoughts were that all relevant parties [i.e. Heph team] could each score weapons and average the results. But again, I'm open to any and all feedback: we just need a useful measurement system.
Adding token costs and range seems bad to me- we already have that in the armory. We might want to merge this list with the armory, but I didn't include unimportant info like that. Also, range bonuses lie. The heavy gauss cannon is, if anything, less accurate than the gauss rifle, but has a higher bonus to force it into overshooting.
Also, number ratings can be confusing. Taking my list there, the cutting laser would probably get a 10 against an MK.1 suit. A gauss rifle, if we're comparing to other guns, would probably get a two or three. But a gauss rifle is still gonna kill if you hit the person in the head or torso.
Worse, giving stuff like "will bleed out in a short period" is bad, because damage is variable depending where you hit them. A .22 LR bullet, shot directly into the forehead, will kill a man. But shot into his foot, it'll have negligible effect. Especially considering how the RTD system works; a 5 with any gun will probably kill someone, but a 2 will never harm them unless you're using something with a big bonus.