Armory:
All weapons come with 1 clip of ammo for free. After that, you'll have to buy additional clips/batteries/fuel cells/others. Prices and items available are subject to change.
The format for items is as follows:
Name (Cost in Tokens): Description
Ammo: Name. Clip Size. Cost in Tokens. (If Applicable)
Stat Restrictions (If Applicable)
Laser Pistol (1): Standard-issue sidearm that shoots a low-power laser beam. Overheats if used for more than 2 seconds at a time, has very poor stability, and is almost completely useless at long range. On the plus side, it never runs out of ammo.
Ammo: Generator. 2 seconds of continuous use before overheating.
Microshooter (1): A small, compact sidearm that fires very tiny steel balls at high enough speeds to pierce flesh and thin sheets of metal. Just don’t expect a hit to do any major damage.
Ammo: Magazine. 50 shots. 1 credit.
Laser Rifle (2): The laser pistol’s bigger, non-useless brother. This gun sports a more powerful laser, and enough range to be useful at medium to long distances. However, because it’s so cheap to make it’ll probably break if you drop it. It’s power and effectiveness is decent for it’s cost though.
Ammo: Battery. 100 seconds of continuous fire. 1 credit.
Navy PDW (2): Standard-issue military gun. A hybrid between a submachine gun and a carbine, it retains the compact size and ammunition capacity of the former while adding the stopping power, accuracy and penetration of the latter. In exchange for these traits, however, it takes an extremely long time to reload and its compact size causes it to have an extremely small magazine.
Ammo: Magazine. 10 shots. 1 credit.
Coilgun (3): This puppy uses high-power electromagnets to fire a lump of iron at at an extremely high speed and to a satisfyingly large distance. In the end, it’s pretty simple to use. Point gun at the enemy, pull the trigger, and suddenly you don’t have an enemy anymore! It has one hell of a kick, however.
Ammo: Magazine. 8 shots. 1 credit.
Stat Requirements: 5 Strength
Plasma Rifle (4): Do you know what’s better than shooting laser beams at the enemy? Shooting blobs of GODDAMN PLASMA at the enemy! Instead of creating a hole in whatever it’s shot at, it instantaneously ionizes anything it comes into contact with. Aka, it sets things on fire and then vaporizes them.
Ammo: Plasma Tank. 12 shots. 2 credits.
Heavy Laser (5): This is essentially what happens when you take a laser rifle and a machine gun, then mashed them together. This weapon can provide heavy-duty fire, suppressive power, and face-melting heat to demolish anything in its path. Great at parties!
Ammo: Battery. 200 seconds of continuous fire. 2 credits.
Stat Requirements: 8 Strength
Laser Sniper (5): The sniper rifle just got that much more awesome. The enemy waits, unaware of the flesh-melting device being pointed straight at them. Suddenly, a blistering heat and they find themselves without a neck! However, it is completely useless at close range as the rifle doesn’t have enough time to defract into a beam at those distances.
Ammo: Battery. 40 seconds of continuous fire. 2 credits.
Stat Requirements: 8 Dexterity.
Scatter Laser (5): Conventional wisdom holds that if you spread out a laser, it will become less effective. Instead, the eggheads up in R&D made a gun that holds a big ol’ finger up to conventional wisdom and says “screw you physics, I can do what I want!” Effectively, it’s a laser shotgun. Neat.
Ammo: Battery. 120 seconds of continuous fire. 2 credits.
Stat Requirements: 5 Strength, 5 Dexterity
Plasma Cannon (9): It’s big. It glows. It delivers a heavy ordinance of ionized plasma that vaporizes anything it touches. It’s powerful enough to level an entire building in the span of a few seconds. Also comes with green LEDs to give it that plasma-y feel!
Ammo: Plasma Tank. 8 shots. 2 credits.
Vibroknife (1): A tiny pocketknife that produces extreme cutting power through vibrations. Essentially, the thousands of high-frequency vibrations it makes lets it cut through most metals. It’s pretty much a really fancy electric turkey carver.
Stunstick (1): It’s a taser. More specifically, it’s a taser taped to a stick. Modern technology at its finest.
EMP Grenade (3 for 1): Dispenses a short-range electromagnetic pulse, which just so happens to be really effective for taking out computers and electronics. This pulse also happens to be significantly less effective against humans. Keep in mind some advanced equipment may be insulated against EMP pulses.
Smoke Grenade (4 for 1): Step 1: Pull out the pin. Step 2: Throw grenade. Step 3: Wait for smoke to come out. Nuff said.
HE Grenade (2 for 1): Enemy soldiers in deep cover? Grenade it. Scary alien trying to mindrape you? Grenade it. Daddy issues? Grenade it. Delivers shrapnel-based death in a 15 foot radius.
1/6 Kiloton Charge (2): This is a 1/6 Kiloton Charge. It explodes extremely well. It explodes so extremely well, in fact, that exploding is all it can really do. Comes with a detonation timer.
Bolt Caster (3): “Crossbows aren’t useful anymore” they said. “Crossbows lack the stopping power and the effectiveness of the gun” they said. To prove them wrong, we made the Bolt Caster. It’s a crossbow with an internal mechanism that heats tungsten rods to dangerously high temperatures, and then ejects them at high velocity. That being said, it takes a while for the thing to heat up to useful levels in between shots.
Ammo: Magazine. 10 shots. 1 credit.
Stat Requirements: 4 Dexterity.
Tesla Gun (4): Modern environment suits are extremely well protected against flamethrowers. That’s why we made the Tesla Gun, which instead of flames shoots out bolts of lightning! Try not to trip while carrying it.
Ammo: Battery. 30 seconds of continuous fire. 2 credits.
Stat Requirements: 6 Dexterity
Rocket Launcher (5): Shoots high-speed rocket-propelled high-explosive projectiles that go boom. This particular variant has all the bells and whistles necessary for a front-line unit: folding sight, sturdy frame, and a stock that can be comfortably used by one in every 500 soldiers.
Ammo: HE Shell. 1 Shot. 2 Credits.
Gravity Manipulator (6): One of the guys up in R&D is really into pre-space travel video games. Therefore, he just HAD to recreate one of his favorite weapons therein: the Gravity Gun. Press button, whatever you’re pointing at gets sucked to the front of the gun. Press button again, shoot the object at high speeds! Doesn’t work on organic matter.
Ammo: Generator. Infinite uses.
Stat Requirements: 8 Dexterity.
Kiloton Charge (9): Like the 1/6 Kiloton Charge, but six times more powerful! Can be set on a timer or for remote detonation. Press button, instant thermonuclear explosion!
Megaton Charge (20): The Megato- you know what? You’re a smart person. You can figure it out.
Tentacle (2): We take a tentacle and stick it on wherever you want it to go. It’s about 5 feet long, dextrous, and prehensile. Good for grabbing TV remotes when you’re feeling lazy. Highly visible to pretty much everyone ever.
Stat Requirements: 5 Endurance
Alien Symbiote (4): We found it once when we were on an expedition. We don’t know what it does. We don’t know if it is sentient or not. You’re the only one we could find who is insane enough to even want this put in their body. For science!
Stat Requirements: 8 Will, 5 Intelligence
Adaptive Rod (5): What appears to just be a simple rod of metal on the surface, is actually a miracle of engineering! This rod is able to shape itself into simple forms, T-1000 style, as long as it is being held and it’s wielder is conscious.
Stat Requirements: 10 Will
Psionic Amplifier (9): With this device, you too can use the unused 90% of your brain! Or not, because you actually use 100% of it. Effectively, it senses whatever you are thinking about, and then bends physics to your will. May or may not lead to various mental side effects.
Stat Requirements: 13 Will, 7 Intelligence, 7 Charisma
T.A Suit (Free): This is very simple. It’s an armorless space suit with a glass bowl for a head. It will protect you from the cold vacuum of space and extreme heat, until it gets punctured. Then it will suddenly and abruptly no longer be able to protect you from the vacuum of space or from heat.
Painkillers (6 for 1): Heavy-duty military painkillers. Will only require a medicine roll if attempting to determine a dosage.
Coagulants (6 for 1): Makes the blood coagulate faster, reducing the time before a bleedout. Will only require a medicine roll if attempting to determine a dosage.
Medicinal Foam (2 for 1): A can of medical foam designed to seal open wounds. Comes in the advanced medkit, but can be purchased separately.
Dataspike (1): Need to get into a computer? Don’t have the time or the skill to hack into it? The dataspike solves both of those problems! Shove it into a computerized system and it’ll download as much data as it can before it fills up. However, after it does so the system it’s been draining will be fried, and any sort of security software installed will definitely get activated.
Observer (2 for 1): A small drone-mounted camera; good for scouting and reconnaissance work. Fast, but will likely break if you so much as look at it funny. Single use.
Emergency Medkit (2): Provides everything a medic could need for an emergency. Will treat all minor injuries such as cuts, burns, or bullet holes as well as minor suit malfunctions. Can be used 5 times.
Empathy Gland (2): A gland that lets you feel the thoughts and emotions of organic creatures, human or otherwise! It also can’t be turned off, which might be a problem in some situations. Someone dying in your close proximity will also be very unpleasant.
Stat Requirements: 5 Will, 5 Charisma
Simple Robotics Kit (2): Contains an assorted mix of electronics and mechanical parts. Comes with a screwdriver and a soldering iron.
Jetpack (3): It’s a jetpack. Do you really need an explanation of what a jetpack does? Provides 1 hour of continuous flight before it runs out of fuel. Extra fuel cells cost 2 credits.
T.A Armor (3): Looks just like the T.A suit, but so much more! This suit is able to seal off punctured sections to prevent pressure loss, provide pressure to limbs in order to prevent heavy bleeding, and put the wearer into a stasis should they become mortally wounded, allowing for a live recovery. It doesn’t, however, provide painkillers. Deal with it.
pAI (3): A very simple, very limited AI contained within a 1x1x1 cube. Comes with a microphone and a speaker. Good at solving math problems. Less good at most other things. Programmable.
Gunner Drone (4): Like the observer, but with a gun! Also exponentially more sturdy, less prone to connection issues, and a hell of a lot more expensive. Comes with enough ammo for 15 5-second bursts.
Advanced Medkit (4): Like the emergency medkit, but more advanced. Is able to deal with problems such as damaged organs or missing limbs. Can be used 5 times.
Advanced Robotics Kit (5): Contains advanced electronics systems, a programmable pAI cube, lots of assorted spare parts, and a full compliment of basic tools. Never want for tinkering materials ever again!
Spider Suit (6): This device allows for extremely improved mobility, providing a special multi-use grappling hook and special pads in the hands and feet to allow the user to climb walls. Boosts the user’s dexterity score by 2.
E.X.O Suit (7): Provides not only extra protection from harm via armor, but comes pre-equipped with a special wrist-mounted heavy weapon! Mountable weapons include a rocket launcher, a flamethrower, and a shredder cannon. However, only one heavy weapon can be equipped at a time and will seriously impede the wearer’s movement. Boosts the user’s strength score by 3.
Ammo (Rocket Launcher): Rocket. 1 shot. 2 credits.
Ammo (Flamethrower): Fuel cell. 15 seconds of continuous use. 2 credits.
Ammo (Shredder Cannon): Magazine. 2 uses. 2 credits.
Stat Requirements: 13 Strength, 8 Dexterity
Medical Construction Vat (10): A big ol’ vat that can grow organs or limbs out of nanites and organic matter. In essence, carbon goes in, body part comes out. These parts are not as strong or dextrous as those grown in the lab, but they’ll do for the duration of a mission. Try not to spill the contents on the ground, as that may result in a grey goo situation. Oh, and it weighs something like 100 pounds. Have fun carrying that around.
W.A.R Suit (17): Combines the mobility of the spider suit and the firepower of the E.X.O suit into one, more powerful armor! Boosts the user’s strength score by 4, their dexterity score by 3, and their endurance score by 4. Can be mounted with two separate heavy weapons.
Ammo (Rocket Launcher): Rocket. 1 shot. 2 credits.
Ammo (Flamethrower): Fuel cell. 15 seconds of continuous use. 2 credits.
Ammo (Shredder Cannon): Magazine. 2 uses. 2 credits.
Stat Requirements: 15 Strength, 12 Dexterity