See p. 1221 for mortars/grenade launchers/etc.
THINGY
A powered exo-skeleton. Possibly built in a cave, with a box of scraps. Nonetheless, the shop somehow has these in-stock. Has 12HP worth of integrated armour, which depletes before yours does, and a variety of shielding which causes a 3 damage per hit damage reduction. Its powerful outline scramblers will mean enemies shooting at you have a -10 chance to hit and a -6 chance to crit, though I doubt anyone will find it hard to notice the cloud of static the size of two men that is spouting fiery, painful death at them. Its powerful motors also mean you start each turn with a handy extra 8AP at the start of each turn.
AUTOMATICS
BAR
Basically an automatic rifle rather than a machinegun, but at least it's pretty quick. 4AP gives you 3 shots at 1.25 damage with 5-15 accuracy and 9-11 crits.
$Marginally more expensive than the last machine gun
Extra shots: $Not quite as expensive
More Damage: $A bit more expensive
Less AP Costs: $More expensive
RPD
Not that great, but it's still better than that giant disc thing. 6AP Gives you 6 shots at 1.5 damage each with 3-17 accuracy and 8-12 crits, but moving in the same turn costs double AP.
$Fairly expensive
Extra shots: $Not quite as expensive
More damage: $More expensive
No AP Penalties: $More expensive
SAW
Decent machinegun that's nice and powerful without starting to get ridiculously heavy. 7AP gives you 8 shots at 1.5 damage each with 3-17 accuracy and 8-12 crits, but moving the same turn costs double AP.
$Really quite expensive
Extra shots: $Not quite as expensive
Lower AP Cost: $More expensive
No AP Penalties: $Much more expensive
Browning .50 Cal
This belongs on a turret, not in your hands, but if you insist. 8AP will give you 10 shots at 2 damage each with 4-17 accuracy and 8-11 crits, but moving in the same turn makes it 6-15 accuracy with 10-10 crits and costs twice as much AP. When not firing, you still take a penalty to movement to the tune of 1 extra spent AP every two steps.
$Holy balls this will be expensive
Extra shots: $Not quite as expensive
Lower AP Cost: $More expensive
Lower AP Penalties: $Much more expensive
XM214
It's a 'man portable' minigun. Hah. As ridiculously bulky as it is, two guys with a couple of these could turn any confined space into what equates to a meat grinder. Spinning up takes 4AP, and allows you to fire for that turn. Firing takes 2AP and fires 8 1.5 damage shots at 3-17 accuracy with 7-13 crits, and you can repeatedly fire as many times as long as you have AP. However, moving whilst spun up takes 2.5 times the AP and causes the gun to fire at 7-13 accuracy. Even when not firing, you will still take twice the AP to move.
$If a person with points in machinegunner gets this gun then the game is essentially over. Some ridiculous number goes here.
Increased spin up speed: $Mad
Fires 2 extra shots per 2AP: $Crazy
Strap two together (Double shots fired [applied last], moving takes 4 times AP spun up, 3 times at all time): $The players' total money, plus 10
SNIPERS
Bolt Action Sniper Rifle
This is just as painful to your wallet as it is to your enemies. Painful 5.5 damage shots come at 9AP each, but you have to ready it to fire for 6AP the turn before you fire or on the turn you fire if you're that ridiculously fast. You can't move with the rifle readied. The upshot is that it fires at an accuracy of 2-20 and a ridiculous crit of 5-15.
$If you have to ask you can't afford it
More damage: $Quite expensive
Extra range: $Expensive
Lowered AP Costs: $Very expensive
Bipod (You can keep the rifle readied as long as you don't move; keeping it readied for more than one turn increases crit chance): $Incredibly expensive
Anti-materiel Rifle
Each bullet for this weighs more than your entire arm. They aren't actually bullets, but tiny guns, because after you shoot the bullet a second charge explodes inside the bullet to make it go even faster. The now ridiculously fast bullet also isn't a bullet, but a tiny rocket. The bullet ignites its fuel and further accelerates, before hitting an enemy. As the tip touches the armour, a tiny frontal charge detonates, tearing a prefect hole in the armour. The bullet flies through, but is slowed by other armour. At this point a second charge explodes, not only ravaging the internals of the enemy, but propelling forward a now searing-hot depleted uranium core. Before each shot, you must load it (6AP) and ready it (6AP). You must ready it on the turn you fire it or the turn before. Firing it costs 8AP, and produces a horrifyingly large 9 damage round. The round can travel through up to three small targets before shattering into 4 0.75 damage pellets. If it cannot pass through a target, it will instead hit that target three times + shattered shards. It has an accuracy of 2-20 and a crit of 4-16. You may not move while it is readied. Moving with it equipped costs double AP. You may not have this in a character's inventory without it being equipped. At all times, the barrel protrudes from the character into an adjacent square. When the gun is readied, it is locked into place and the character must fire in the direction the gun is pointing or re-ready the rifle to point in a different direction.
$The shopkeeper is laughing. Good luck.
Extra damage: $Horrendously expensive
Extra crit chance: $Horrendously expensive
Lowered AP costs and penalties: $Horrendously expensive
GAUSS
Guass High-Ionization Blaster
A fairly large pistol possessing a normal handle in lever action style, but with a custom mechanism which means that you must spin the gun in a full circle to reload a round. A standard tubular magazine protrudes forwards from this, but the main bulk of the weapon is in a light chrome finish with noticable holes interspersed along the top of the weapon. The barrel is a bit longer than normal pistols of this style, and is surrounded with what would appear to be a ribbed cooling shroud. Upon firing, the ribs of the shroud momentarily glow bright blue before a blast of bright blue light and a loud crack issues forth from the barrel of the weapon, accompanied by bursts of steam bellowing from each hole approaching the barrel in turn. By firing incredibly minute tungsten particles at incredible velocities whilst charging them with massive electromagnetism, a powerful blast of ionic, gaseous tungsten is unleashed.
Fires two units of plasma for 6AP at hit chance 2-18 and crit chance 3-17 with a base damage of 1. The units act as one projectile for the purposes of hit chance, but their crits are calculated seperately. The damage is the total amount of damage added together, squared. The pistol ignores any effects which would lessen damage are applied to the final damage total - not the total before it is squared.
$Really quite expensive
Enhanced Power Source (Reduced AP Cost): $Not quite as expensive
High Powered Ionisation Coils (One more plasma unit per shot): $Extremely expensive
Experimental Capacitor Unit (gain the ability to overcharge the weapon - making it unusable for one turn, but causing the damage multiplier for crits to be increased to 150% of normal): $Extremely expensive
Electrical Pulse Unit (if you hit an enemy, you do extra damage equal to the unmodified damage before it is squared): $Very expensive
Guass Coil Driver Cannon
A fairly long rifle in a matte black finish, with four long tubes alongside the main barrel, but not quite as long. Each tube has a series of short sheaths, each a few centimetres long. It is in a bullpup configuration, with a pump on top of the stock to draw ammunition from the magazine within the stock. On firing, the sheaths around the surrounding tubes hum lightly before a deafening boom is heard and an incredibly hot blast of air escapes from the vents at the ends of the tubes, closely followed by a shining white hot slug. Using sub coils to focus, directionalise and coordinate a massively powerful electromagnetic pulse, a large specialised slug is fired at speeds faster than the speed of any conventional weapon. This is enough to heat up the bulk of the slug to the point that layers of it will shatter upon hitting obstacles, the remaining core penetrating almost regardless of obstacle.
Each shot must be charged at a cost of 4AP and you must brace and ready yourself. You are unable to move the turn in which you charge the weapon. The following turn, the gun will fire: even if you were knocked down and are now facing an ally. On the turn the gun fires, your AP is halved, after other modifiers are applied. The projectile fired is an utterly devastating round with the capacity to do an insane 7.5 damage on a single hit, even just passing by the enemy. If it hits, which occurs on a chance of 3-17, the damage is increased by an additional 7.5 damage. It crits on a chance of 6-14, but ignores any effects which would make it hit regardless of rolls.
$Ridiculously expensive
Round Pre-Cooking System (You may roll for crit a second time at 8-12; the crits are multiplicative): $Ridiculously expensive
Enhanced Charging System (The gun charges at a cost of 5AP, but you may do any actions as usual in that turn): $Ridiculously expensive
Force Dampeners (The AP penalty after firing is only a quarter rather than a half): $Very very expensive
Gauss Concussion Actuator
An angular gun grey shotgun with an attached clip that accepts only a single round. It takes what appears to be caseless slug ammunition. It almost always faintly buzzes and some of the seams of the various modules along the gun expose a light glow. Before firing, the buzzing becomes much louder, but oscillating. The gun begins to become chillingly cold and the inside of the barrel begins to emit a slightly yellow glow as it charges. As the metal components of the gun start becoming painful to touch and as the buzzin crescendos, a great searing blast is unleashed from the barrel.
Firing the weapon costs 6AP and produces an directionalised explosion, much like the claymore.
Its shape is thus:
X
oXXXX
X
Enemies adjacent to the the user take 12 damage. Enemies one tile away take 9 damage.
Enemies two tiles away take 6 damage. All other enemies caught in the blast take 3 damage. Enemies facing the user when the weapon is fired may be stunned. Enemies in or adjacent to tiles which the explosion affects may be stunned. Enemies caught in the explosion may be flung, depending on damage taken.
$Insane
Enhanced Coils (The damage taken from the weapon is multiplied by 1.5): $Insane
Increased Bore: $Insane
The weapon's explosion becomes:
1
531
75431
oX9765431
75431
531
1
Where the number is the amount of damage taken, before modification and x represents 12
Double Barrel (The weapon may fire twice for the same amount of AP; the weapon may fire in two different directions if the user so chooses): $Insane