Here's the Con and Uncon sections of the armory as they exist right now. Same as yesterday, give me some feedback.
CONVENTIONAL WEAPONS
Hand Laser
Token Cost: 1
Stat Restriction: None
Ammo: Generator. 3 second output before overheat.
Description: The standard issue hand laser is a medium power laser built into the shape of a fully articulated glove and replaces the ordinary protective suit's glove. A simple weapon that requires the user to simply point his index finger at what needs to be dead and then flex his thumb to fire. Contrary to popular opinion, going “Pew Pew” while firing is not necessary. It's also generally worthless because it's so underpowered; try not to rely on it for anything important, like saving your life.
Laser Rifle
Token Cost: 2
Stat Restriction: None
Ammo:
Description: An infantry weapon left over in great numbers due to its use in the Altered Wars. It's really not much more then a metal box stuffed with stripped down focusing arrays and a laser emitter, all roughly affixed to a rifle stock and trigger. It is cheap, easy to make and built under the assumption that it is going to be destroyed relatively quickly. This is the kind of weapon meant to be lost in the guts of something nightmarish, right along with its user, who is equally disposable. It has good power for its size and cost though; just keep in mind that the beam isn't visible to normal human eyes.
Gauss Rifle
Token Cost: 2
Stat Restriction: At least 0 in strength
Ammo: 10 round Magazine. Extras are 1 token
Description: Another Weapon left over in great numbers from the Altered wars. It accelerates a lump of metal to extremely high speeds via electromagnetic coils. This is not a complex idea; you point the end with the hole toward what you want dead, pull the trigger and hope whatever it is your shooting has a fatal allergic reaction to high speed metal. The internal bits might be high tech, but the general concept of the good ol' fashion death tube hasn't changed in thousands of years.
Universal Chemical Thrower
Token Cost: 3
Stat Restriction: None
Ammo: 10 burst canister, Extra canisters for 2 tokens
Description: The Universal Chemical Thrower (or ‘super soaker’ for its friends) is a simple gun body with some tubing for throwing various chemicals out at high speeds. There are currently two types of ammo available:
Namite is a rather viscous fluid that burns at very high temperatures. The thrower is equipped with a small pilot light at the end which can be turned on or off.
Sticky goop is actually a mixture of two separate solutions which upon mixing create a rapidly expanding sticky goop that catches and ensnares targets. One gets a free small spray can with dissolving agent which is mildly irritating to bare skin.
The weapon has a small gas canister to clean out the tubing after each shot.
Designed by Pancaek Nillys (namite) and Miyamoto De Bergerac (Sticky goop).
Tesla Arc
Token Cost: 4
Stat Restriction: Exoskeleton or higher level strength
Ammo: Battery good for 1 minute. Weapon is single use.
Description: The Tesla Arc is the electrical equivalent of a flame thrower. Thermal insulation is common on space worthy gear, but electrical insulation isn't; that flame thrower won't do jack against a man in a good space suit, but putting a lightning bolt through his heart will more then do the trick. The thing burns itself out after a minute of use though, so don't go too wild with it. Also make sure not to stand near anything too conductive. Don't fire it while in a swimming pool.
Crystalline Projector
Token Cost: 5
Stat Restriction: None
Ammo: Black box Magazine good for 10 shots. Extra magazines are 2 tokens
Description: Developed using artifacts recovered by Faith Valentine, this weapon causes crystalline growths to appear on your targets. These growths restrain movement as well as rapidly growing inward, crushing, impaling and continuing to grow within the target. You may also be able to use it to create vast crystal fields and start a business selling shiny things to hippies and idiots.
Rocket Rifle
Token Cost: 6
Stat Restriction: at least 0 strength
Ammo: 50 round magazine. Extra magazines are 3 token each.
Description: This thing fires a lot of high speed, explosive rockets instead of bullets. It's a modified version of certain automated guns used in the Altered Wars, though much smaller and no longer controlled by computers with a perfect sense of distance. The rockets are quite powerful, like little frag grenades, but they have a downside: Their range is finicky. It takes a bit for the internal systems to activate so if you are firing at something close to you, the rockets will hit but not detonate. Too far away and they tend to just spray out all over the place, losing accuracy and hitting the ground. At the right range it's deadly, at the wrong range, you're dead.
Siblius Rifle
Token Cost: 7
Stat Restriction: At least Exoskeleton or better strength
Ammo: 75 round helical magazine. Extra magazines are 4 tokens each.
Special:
Burst: This weapon can fire in 3-shot bursts for added effect.
Overcharge: This weapon can fire an overcharged shot.
Super-Overcharge: This weapon can fire a massively overcharged shot.
Description: Invented by the late Nekarios Aurea-Inanis, the Sibilus is a hybrid weapon, a bullpup gauss rifle with far more gauss components than a normal rifle and fires rocket rifle rounds. It has a high rate of fire, even higher when the burst fire mode is used, and is capable of both normal and extreme overcharged shots. In tests, it has proved to be a powerful weapon, slicing through MkIII suits and cyborgs with ease, and capable of damaging battlesuit plate with all but normal shots
Cutting Laser
Token Cost: 8
Stat Restriction: Exoskeleton or higher strength
Ammo: Battery good for 1 minute. Extra batteries 2 token each.
Description: Originally an industrial tool that was re-purposed because of its capacity to slice through just about anything given enough time. Works best when fired in short bursts and in a slicing motion, though more concentrated fire might be needed against resistant forms of armor. Ridiculously effective against unarmored targets though. The civilian casualties you can cause with this thing are frankly outrageous.
High Energy Projector
Token Cost: 9
Stat Restriction: Exoskeleton or higher strength
Ammo: Generator good for 1 shot a minute
Description: Made using artifacts recovered by Milno Enedrasi, this weapon fires a large, invisible beam of destruction that melts and vaporizes your targets. It isn't as powerful in terms of penetration compared to something like a cutting laser, but it has a huge shot and delivers a sizable amount of kinetic energy with it. Things that aren't outright destroyed tend to get thrown back a good distance regardless.
Heavy Gauss Cannon
Token Cost: 10
Stat Restriction: Exoskeleton and +2 strength, minimum
Ammo: 3 round magazine. Extra magazines are 3 token each
Description: The UWM have a very simplistic view on enhancing their weapons. This is what happens when you take the Gauss rifle and make it several times larger and more powerful. This thing fires rounds the size of a football and was originally intended to be affixed to a vehicle and used to fire nuclear tipped shells over great distances. Now-a-days we tend to just lug them by hand and use shells made of a iron-tungsten alloy to punch very large holes in very angry things. Or teammates, depending on the skill of the user. The nuclear tipped rounds are still available though, if you're feeling lucky. As a weapon it is unquestionably effective, but also very ungainly to use because of the weight and recoil.
Piezoelectric Shard Launcher
Token Cost: 13
Stat Restriction: Exoskeleton and +2 strength, minimum
Ammo: Concentrated crystal solution tank good for roughly 30 shots or 3 charged volleys. Extra tanks are 4 token each.
Description: There's a lot of complex crap going on here with the flash solidification of crystal matrices, electrical repulsion and sophisticated metamaterials. That's not important to you; what's important to you is that this gun shoots 2 foot long shards of crystal that impale their target and then explode into electricity. And what's better is that if you hold the trigger rather than just squeeze it, you can drain more of the tank and then fire 10 of those crystals at once. Designed to counter thick armor via extreme penetration and electrical discharge, but will be pretty damn overkill on normal opponents, and might even be less effective depending on the situation. A situational weapon, but great at what it does.
Plasma Projector
Token Cost: 15
Stat Restriction: Synthflesh level strength or higher.
Ammo: Battery good for three rounds. Extras are 3 tokens each.
Description: Otherwise known as the lavalamp cannon. This thing fires globs of high energy plasma trapped inside a bubble shaped magnetic field. When it makes contact with something solid, the object passes through the magnetic field and into the burning maelstrom inside. Leaves basketball sized, perfectly spherical holes in anything that gets in it's way until the plasma inside cools or is runs out as it melts through other matter. Because of limitations with the Field Generator, the plasma ball only moves at roughly 90-120 miles an hour, meaning people a few hundred feet away will see it coming, step to the side and then laugh at you as it drifts by. As such, make sure to take take them by surprise. The weapon itself is massively heavy, and combined with the way it fires, it has limited use. Perfect if you want to burn a nice hole through just about anything, but still limited.
LESHO Rifle
Token Cost: 18
Stat Restriction: Synthflesh if firing from anything but a prone, locked down position. None otherwise.
Ammo: 3 round magazine. Extra rounds are sold individually for 2 tokens.
Description: Take a railgun, modify it for extreme accuracy, fit it to fire a quarter kiloton shell, fit that shell with miniature maneuvering rockets and a computer to control them. Then link that computer to a targeting system in the railgun so that it can guide that hypersonic chunk of metal to a target a mile and a half away within a 2 inch margin of error. That's the LESHO Rifle. A weapon for when you need to kill something very dead from very far away. It is very effective but also very situational, since you rarely get the chance to see your targets from that kind of distance in the various claustrophobic nightmare mazes a lot of missions seem to end up in.
Fission Instigator
Token Cost:20
Stat Restriction: Synthflesh or higher strength
Ammo: Single use
Description: The ultimate in mobile destruction. Point this toward somewhere faaaar away, pull the trigger, and watch the world burn beneath the wrath of a new, short lived star. Actually, probably not a good idea to look directly at it. This thing is stupidly expensive, stupidly heavy and stupidly powerful. It's basically a manipulator overload that you can direct and fire. If you know anything about manipulator overloads, you know that you don't want to be anywhere near that.
Hand Electrolaser "Red Hand"
Token Cost: 4
Stat Restriction: None
Ammo: Generator. 5 second output before overheat.
Description: The standard issue laser glove, rebuilt into a large armored gauntlet and given a more powerful generator. While the laser itself is still just as pathetic, the presence of any gas - such as air - between you and your target will let you fling small, precisely targeted bolts of lightning with it. Perfect for crowd control and magic shows. Using it underwater may be unwise.
Electrolaser Rifle "Gungnir"
Token Cost: 10 (-2 with own Laser Rifle, -5 with own Tesla Saber)
Stat Restriction: None
Ammo: Generator, Tesla Saber battery.
Description: In principle just a standard Laser Rifle and a Tesla Saber fitted together with a DIY kit, this weapon combines the two into something that can electrocute your enemies to death at the comfortable range of a hundred meters. Air or some other gas is required between the gun and the target for this to work - otherwise all you have is a laser rifle with a fancy bayonet. (Providing your own Laser Rifle or Tesla Saber when purchasing this will reduce the cost)
Variable Laser Rifle "Spektr"
Token Cost: 5
Stat Restriction: At least 0 in Strength
Ammo: Generator.
Description: Developed as a successor to the Laser Rifle, this hand-held free-electron laser gives a considerable increase in firepower and versatility. Although the wavelength adjustments may be confusing to those unable to tell the difference between X-Rays and microwaves, the weapon functions just as well as a standard laser. Even better with the overcharge function, although forgetting to let it cool between shots may have undesirable consequences.
Variable Heavy Laser "Raduga"
Token Cost: 11
Stat Restriction: Exoskeleton or higher level strength
Ammo: Generator.
Description: An industrial free-electron cutting laser, fitted with some extra features and wrapped into a man-portable package. Although the wavelength adjustments may be confusing to those unable to tell the difference between X-Rays and microwaves, the weapon functions just as well as a standard, if more powerful cutting laser. Even better with the overcharge function, although forgetting to let it cool between shots may have undesirable consequences.
"Brisant" Gauss Grenade Launcher
Token Cost: 3
Stat Restriction: None
Ammo: Comes with either 1 high-explosive grenade or 1 fragmentation grenade. Extra grenades: 1 token for a pack of 2
Special:Arming Override: With the press of a button, the user can override grenade detonation, either disarming the grenade, detonating it immediately, or allowing unfired grenades to be armed.
Description: The Brisant is essentially the same as the standard Gauss Rifle, however the caliber has been increased to 50mm and the magnetic coils dialed back to one-quarter the original strength. With a computer system in the launcher corresponding with small processors in the grenades, there are multiple ways to override the grenades' detonators - default setting lets the grenade reach 5 meters from the weapon before it can detonate (on impact).
In effect: Distressingly cheap and effective, with one instance where a single HE grenade took out the entire front of a civilian building.
Multi-Function Power Gauntlet
Token Cost:10
Stat Restriction:Strength at least +1, or exoskeleton or higher strength
Ammo: Internal rechargeable battery
Description: A large metal gauntlet that extends about halfway up the forearm, with several squat metal bulges on the top and underside. This gauntlet, beyond being a durable armored glove with mechanically enhanced strength, has several neat features built into it: The underside sports a grappling claw (and attached 100 meter cable) which can be fired at targets or the environment. The upper section has a built in pulse laser system and foot long, extending blade. The palm has a built in electrical discharge system not unlike the tesla arc, though on a smaller scale obviously. The pointer finger has a built in laser cutter, similar to a cutting torch, and there's a kinetic amp built into the knuckles. The only downside is that the system runs off a shared battery, so overuse can quickly drain it.
Hand Cannon
Token Cost:3
Stat Restriction: None
Ammo: Comes with choice of 3 rounds to begin with. Additional rounds are 2 for a token.
Ammo choices: Timed Explosive, Proximity explosive, Remote explosive, Molten shell, High energy rocket motor, Flechette bomb, Tracking system, Motion sensor, Camera, Flare, Rubber Round, Foam bomb.
Description: The Hand Cannon is an interesting beast; part weapon and support system, it resembles an oversized flare gun with a large barrel. It uses magnetic repulsion to fire large shells of varying kinds over long distances but at relatively low velocities. The majority of the Hand Cannon's rounds consist of a thin shell which breaks apart after leaving the barrel and exposing a glob if highly sticky goo with the actual payload embedded within it. The rounds are meant to be fired and stick to their targets, allowing explosives, tracking systems, cameras and similar things to be quickly and easily affixed to surfaces, even those out of reach. The shells communicate with the gun, which sends signals to the user's wristpad, allowing them to control any of the shells functions.
UNCONVENTIONAL WEAPONS
Electrostick
Token Cost: 2
Stat Restriction: None
Ammo: Internal generator
Description: In design, this thing appears similar to a police baton or small bat with a rubberized handle and a metal mesh wrapped cross its surface. When the weapon is activated, it pumps a variable amount of power across the metal grid, which will subsequently arc into anything hit with the weapon. A taser mixed with a baseball bat. The power deliverable varies between “Stun” and “Fatal” though the latter setting tends to drain the generator's reserves fairly quickly. Remember to hold it by the handle part.
Stake Driver
Token Cost:8
Stat Restriction: Exoskeleton or higher strength
Ammo: None
Description: The Stake Driver is a simple thing. It's a long Tungsten Carbide spike held in a magnetic acceleration cradle which is, in turn, held on an arm brace and fitted with a trigger. The The spike is generally kept retracted, but when the trigger is pulled, the magnetic acceleration system fires it two feet forward at roughly twice the speed of sound. The effects are fairly self explanatory. This sort of thing can only be mounted to exoskeletons or mechanical systems due to the extreme forces involved. An unaided human could potentially fire this weapon, but they could only do it once.
Monoatomic Razor
Token Cost: 1
Stat Restriction: Dexterity of at least 0
Ammo: None
Description: Everyone wants a damn katana that can cut through anything. Well they don't exist (outside of a few experimental ones that are too good for your greasy fingers) but this is pretty damn close. It's a monoatomically thin filament of metamaterial stretched across a metal frame and vibrating at a high frequency. Causes molecular breakdown upon contact. Effects vary depending on the material being cut through, but it is most often extremely violent. Word of warning: try to avoid cutting through volatile substances.
Monoatomic Machete
Token Cost: 4
Stat Restriction: At least +1 Dex
Ammo: None
Description: By popular demand we have released a “Sword” version of the Monoatomic razor. It's significantly longer and more robust, but also harder to use and prone to filament snapping if used incorrectly. And while the Razor's filament could snap as well, it lacked the length to come whipping back onto the face of the user. This filament, however, does not lack that capacity. Please see our standard disclaimer about loss of life and limb.
Eighth Kiloton Charge
Token Cost: 2
Stat Restriction: None
Ammo: None
Description: This is a 1/8th kiloton nuclear weapon. It explodes quite well. For external use only. Or not; go ahead and shove it in your nose, not like you'll have any loved ones to sue for damages after they finish sweeping you up.
Aster-Ex
Token Cost: 2-3
Stat Restriction: None
Ammo: None
Description:Is nuclear devastation for some reason too spicy for your tastes? Are you rightly afraid of being obliterated by your own careless use of 1/8th kiloton charges? Well, Aster-Ex is the explosive for you! Designed for use in space (cracking rocks and all that), easy to shape, very reliable and inexpensive, Aster-Ex distributes its energy uniformly, relatively predictably and without threat of vaporization. Described as a slower, more pushing type of high explosive, it is rather good for a great many needs, including fragmentation explosives. 2 tokens gets you a kilo of Aster-Ex with a short-range detonator, add a token on top of that to upgrade to the long-range detonator! Truly, the perfect solution for all of your controlled demolition needs.
EMP Grenade
Token Cost: 2
Stat Restriction: None
Ammo: None
Description: Most complex electronic equipment is insulated against EMP, since that happens to be a pretty glaring weakness for electronic equipment. Some things, however, are not. It is with this in mind (along with prayer) that you may huck one of these at something fierce and electrical standing in your way.
Kinetic Amplifier
Token Cost: 3
Stat Restriction: Nine
Ammo: None
Description: It looks like a glove! It hits like a rocket propelled semi-truck! This thing amplifies the kinetic force from your blows by up to a square of the original force without increasing the reactive force felt by the user. May not seem like much, but when 3000 newtons becomes 9000000 newtons you'll gain a new respect for exponential growth. Warning: Do not scratch your nose.
Microwave Field Manipulator
Token Cost: 3
Stat Restriction: At least 0 Intelligence
Ammo: Battery good for 20 uses. Extra batteries are 3 token each.
Description:Named more for it's effects then the actual mechanism of interaction-something about increasing intermolecular vibration-but the net result is that it makes things hot. You can heat a cup of coffee, melt steel like butter, or boil a man's brain in his skull. This is the most common type of manipulator used by former HMRC members and is often the cause of many deaths because of it.
Tesla Sabre
Token Cost: 5
Stat Restriction: At least 0 Uncon
Ammo: Battery good for 1 minute. Extra batteries are 1 token each.
Description:For copyright reasons we're not allowed to give you any sort of “Laser sword”, but we've done one better; we've made a sword out of lightning. Basically a miniaturized Tesla Arc, firing arcs a few thousand times a second, with the arcs contained within a protective field. It doesn't so much cut as burn, electrocute, melt and generally vaporize anything it touches. Try not to trip while carrying it.
Crowd-wire Gloves
Token Cost: 7
Stat Restriction: +1 Uncon
Ammo: Batteries for electrical discharge (good for 20 shocks), solution tank for wires (duration varies depending on usage) - 1 token for each type of ammo needed. Alternatively, a 3 token belt generator and capacitor can be used to circumvent need for batteries.
Description: They're gloves that construct (it has tiny microfiber smartwire assemblers in each finger, you see) and shoot electrical wires that nonlethally incapacitate organic targets, if you're into that sort of thing. You can control the wires with flicks of the wrist and fingers, and do electrical lasso tricks on already non-moving targets (moving targets would be a bit tricky)! Takes a lot of skill to use, but it's real impressive-looking, nonlethal, fun to brag about later and also inspired by an altogether more lethal form of crowd control used by Arbiters of Peace. What more could you want, really?
Kiloton Charge
Token Cost: 7
Stat Restriction: None
Ammo: None
Description: It's an awful lot like the 1/8th kiloton charge, but eight times as powerful. Set for time or remote detonation, press button, duck.
Magnetic Field Manipulator
Token Cost: 8
Stat Restriction: +1 Uncon
Ammo: Battery good for 20 uses. Extra batteries are 3 token each.
Description: Allows for the manipulation, destruction and creation of magnetic fields, and as such the manipulation of anything susceptible to magnetism. Useful for hanging your less intelligent squadmate's crayon drawings from the fridge or crushing a helmet like a grape
10 kiloton charge
Token Cost:10
Stat Restriction: None
Ammo: None
Description: Hey, guess what? It's a bomb. Hey, guess what again; it's ten times as powerful as the kiloton charge.
Gravity Field Manipulator
Token Cost: 12
Stat Restriction: +2 Uncon
Ammo: Battery good for 20 uses. Extra batteries are 3 token each.
Description: This thing in a particularly nasty piece of work. Suits can be built to protect from heat, radiation, projectiles both mundane and exotic, and just about anything else, but gravity is different story. Few enemies have personal gravity projectors to protect them from being crushed flat on a whim, and even if they do, it won't protect them from the 10 ton boulders you can toss around with this.
Vector Field Manipulator
Token Cost: 14
Stat Restriction : +3 Uncon
Ammo: Battery good for 20 uses. Extra batteries are 3 token each.
Description: This device allows the user to manipulate the vectors of objects, from atomic particles to 100 ton chucks of flaming metal. Try not to accidentally accelerate all the blood in your body out your eyes.
Megaton Charge
Token Cost: 15
Stat Restriction: None
Ammo: None
Description: Take a fucking guess.
Kinetic Shunt
Token Cost: 16
Stat Restriction: +3 Uncon
Ammo: None
Description: Description: a very specifically modified field manipulator that allows the user to absorb, store and redirect kinetic energy. Detonate a grenade in your hand, absorb the force and use it to knock down a door: catch a piece of high speed shrapnel and use the absorbed force to fire pebbles like machinegun bullets;have a squad mate beat you in the face with a hammer and use that kinetic force to mix batter for your dear sweet mother's birthday cake. The possibilities are endless!
Universal Field Manipulator
Token Cost:20
Stat Restriction: +4 Uncon
Ammo: Battery good for 20 uses. Extra Batteries are 3 token each.
Description: This little chunk of high science can do everything the other field manipulators can do and it can do them better. It's immensely powerful but the algorithms it uses to operate are so complex that it will take a veritable genius to even use it.