Type A Power Armor: Current standard in Earthgov forces. It's dependable, but becoming quickly obsolete in modern war.
Absorbs 10% damage sustained during combat, to a maximum of 50%
Type C Power Armor: Usually called "super heavy" armor, it's become a desperate thing that we've had to equip some of our guys with it. It's more durable, but slows you down, even with muscle enhancers, and reduces your manual dexterity.
Absorbs 20% damage sustained during combat, to a maximum of 60%
Proto-type Class B Armor: Probably our next generation armor-it's still experimental as of now, and only given to specially trained soldiers to test. A bit buggy...
Absorbs 30% damage sustained during combat, to a maximum of 100%.
Sony SS-13 Modular Cover System.
A small box weighing around 5 kg, the SS-13 is a revolutionary design allowing soldiers to deploy their own cover in areas otherwise deemed coverless. The SS-13 deploys a highly efficient and powerful Grav shield, capable of slowing or even stopping incoming fire. The SS-13 works best against slow moving projectiles; Plasma Weapons and Xeno Bio-weapons being held still meters from the soldier they were aimed at, saving them from an otherwise messy and horrible death. Against lasers and ballistic weapons, the SS-13 is somewhat less useful, only slowing the bullets by around 20%, and only bending lasers very slightly.
The shield has a height of around 3 feet, a width of 4 feet, is effectively flat and an effective radius of 1 foot. The shield is slightly curved, but only faces in one direction. Anything making contact with the shield is sucked inside and torn apart. As such, it is recommended that soldiers give the shield a safety radius of at least 3 feet to avoid messy dismemberment. The battery is expected to last for around 4 hours of constant use, but it has been noted that the SS-13 has cooling problems on particularly hot planets, shutting down after only 20-30 minutes of use.
The SS-13 can be slotted together with other SS-13 modules, increasing the width, curvature and strength of the shield by around 50% each time. This, however, compunds overheating issues, and is not recommended on worlds deemed hotter than Earth Standard.
Ballistic Weaponry: Still the tried and true, even now-though most of them are technically railguns now. They pack good punch and decent ammunition capacity, at the cost of the range and accuracy of newer weapons.
Laser Weaponry: A serious contender, laser weapons are very accurate, and can generally be relied upon to hit at longer ranges. They lack stopping power, but given that they run on fusion energy cells, they can be fired for longer. They are more expensive though, and as such, less pleasing to Earthgov bean counters.
Plasma Weaponry: The newest thing to come out of the Labs, Plasma Weaponry is unique, in that it's not quite like anything we've had before. To summarize, a bolt of raw plasma is ejected from the front of gun, encased in a metallic-plastic mesh sphere, and propelled forward by powerful magnets. When it impacts with a target, the sphere ruptures, and the plasma eats through on contact. To the casual observer, you would see blue and red tinted balls of fire being emitted from the gun in question. They're accurate and deadly, but difficult to aim, and prone to malfunction.
Pistols/Backup Weapons
Powerful at short range, but hampered by low or no ammo capacity, you typically only pull these out when your making a last stand and out of ammunition.
Kukri Knife A deceptively dangerous weapon, this ancient blade is made of nano-sharpened amorphous steel, and can cut it's way even through a powered armor exo-skeleton.
Barracuda Bullpup (Ballistic) A small, easy to carry double barrel pump action shotgun, you'll like to keep this handy... for close encounters.
Stun Rod (Chemical) An ancient holdover from the X-Com wars of 2011, continually upgraded. It's a fairly heavy baton that emits an electrical charge when striking an opponent. You can set the charge to paralyze or kill, and it recharges itself about three seconds after use. Used by police forces these days, but Earthgov soldiers looking to capture live prisoners have found it useful as well.
Beretta M50 (Ballistic): Just like his ancestor the infamous M9, the M50 is a short recoil, semi-automatic, single-action / double-action pistol. Unlike the M9, however, the M50 uses a 25-round staggered box magazine and is much more powerful while keeping the same low recoil and precision. It was chosen as the standard sidearm of the earthgov army nine years ago.
The HSH-P (Hex Standard Handgun, Plasma): One of the most powerful handguns in the army, the HSH-P can fire plasma rounds of average power, at the rate of 70 shots/minute. However, it's clips hold only 7 rounds, far below the average, and it has a very high recoil. It's efficient at medium and short range, but rapidly loses power and accuracy further than that.
SMG/Shotguns
Designed for short range fighting-and only that. They usually are concealable, fairly light, and have low clip sizes.
12 Gauge "Echo" Shotgun: A break-action over-under shotgun employed by EarthGov for CQC. It's light weight and durability makes it perfect for small ops. However it's small ammo clip (duh) and reload time makes is more used as a support or secondary weapon rather than a full-assault weapon.
HFKN Colt Sturmgeshultz 22 "Wolfgang" Assault shotgun: A revival of H&K's CAWS, the wolfgang is capable of firing on full-auto, gas operated fro use with buckshot, flechette, polyshok and explosive shells. An expensive weapon which has dropped in price after Earthgov took control of the plant on Ozark, where the gun got it's nickname from rebel survivors after finding out it was just one gunman eliminating their squads, rather then a platoon they were expecting.
Sony KS10 LSMG (Laser SMG): The Sony KS10 is Sony's contribution to the world of bugzapping. It promises a finely modulated beam highly effective at short range against lightly armoured targets and a Micro-Fusion reactor capable of over 100,000 shots and a Rate of Fire of 180 shots a minute. As such, it is billed as the weapon with no reloads. Unfortunately, the crystals that modulate the laser are prone to overheating and breaking down if the weapon is fired on the full-auto mode. Crystals are expected to work at peak performance for 30 shots over two minutes in standard temperate conditions after which it is recommended to let the crystal cool for 2-3 mins, although it will continue to work for another 50 shots at impaired performance. After this, the modulating crystal is effectively useless, and must be changed out for another crystal. A variety of crystals are available, including the powerful but easily traced visible light crystal, the long ranged but low-powered Microwave crystal, the insidious Gamma and X-Ray crystals, and the standard Infrared crystal. Sony does not accept responsibility for any accidental discharges of the KS10 LSMG, and are not liable for damage caused by misuse of this product.
Battle Rifles
Powerful at medium range, but difficult to use in close combat, or at longer ranges.
FN Kolt 'Telo Sol' Gyrojet Rifle: (Ballistic?) The FN Kolt Telo Sol Gyrojet Rifle is an attempted reproduction of an earlier, failed, project. It maintains the same basic principles of the original Gyrojet weapons. It holds a magazine of thirty 9x39 Gyrojet rounds. It is quite reliable, and will even work admirably when one is underwater or in the vacuum of space. However, it is not recommended that one uses this for long ranged combat due to limited fuel per round and initial bullet velocity when it leaves the barrel. That, and never set it on fire. Ever.
Kangaroo Combat Rifle (Ballistic): A 6.4mm Caseless Assault rifle, designed to be a jack of trades for dealing with every challenge it faces, And it does it well. The 45-round magazine is reliable and won't fail to feed a shot through. The rounds themselves are quite damaging, the new composition aiding energy transfer has kept the Kangaroo kicking the enemies of Earthgov for nearly 40 years, and it'll continue doing so due to it's reliability and cost. It also has an intergrated grenade launcher, Firing a clip of 5 40mm eletronically launched grenades.
M2129-GA1 (Ballistic): The GA1 Rifle is a 7.62x54mmR firing rifle designed to compete with the Kangaroo in better power, range, and reliability. Think of it as a merge between the FN FAL, H&K G36 and the M16A4. It's ammo capacity is lackluster, holding only 25 rounds. Has an ROF of 700.
M2129-KA1 (Ballisitic): The KA1 is what the M4 is to the M16, a Carbine. It's similar to the Kangaroo but much more tailored for CQC. It holds 39 7.62x51mm NATO rounds and has a ROF of 800.
Weyland 4R Laser Rifle (Laser): A shiny piece of work, it's notable for it's square stock and factory ordered silver paint job. It's obviously repainted before it sees combat. The Weyland is a balanced laser rifle, easy to learn, but deadly in the hands of a skilled marksmen-veterans complain it lacks the knock down power needed for real combat, though. It's significantly less strong at short range-the laser beam needs a clear range to punch through armor, but combusts flesh on contact. It's power cells allow a sustained combat of about six hours before you need to replace them.
Earthgov Type R-PBT (Plasma): The R-PBT is the first generation working plasma firearm Earthgov is sending out into the field. It's got high marks in damage dealing, but it require a very steady hand to use it with any skill. Low clip size also tends to make it hit or miss, and it's got several design problems. All you need to know is, if it starts leaking fluid THROW IT AWAY.
Heavy Weapons
A catch-all term, they tend to be bulky and powerful, but only truly dangerous in the hands of a skilled user.
Zeus Auto-Cannon (Ballistic): What you might expect-a massive gatling gun that can be freely held in both hands by a man in power armor, though if you have the time to set up a tripod, it's range and power increase. It incorporates a unique system of interchangable ammunition-standard, explosive, incendiary and smoke, among others.
Perdition Flame Gauntlets (Chemical): The Perdition Flame Thrower system is installed on your suit beforehand-it increases range and power, while using the suits natural armor to protect the flammable chemicals. Soldiers usually refer to a soldier wielding them as "wearing his bear claws", since the flame jets are located on the hands. Obviously, it makes it impossible to operate anything without manually diesngaging the system first. It's hot enough that virtually nothing that stand up to it, but you still have to get close to use it.
Odin Rocket Launcher: When facing anything that requires a bit more boom, the Odin will serve your needs. It's rockets are computer guided-just input a target, and it will unerringly seek it out.
Sniper Rifles
Though they can be used tactically at medium range, they are best used when lining up a shot from very far away.
.66 CheyTac Annihilator (Ballistic): This sniper rifle is the favorite of Earthgov black ops. The Cheytac is easy to aim, and easy to fire. The bullets can kill pretty much anything you hit, if you get enough range on it.
Explosives
Titus Crop Scrambler Grenade: Likes EMP on living creatures, it sends out a burst of stored psionic energy, stunning foes within a good radius. Your squard psychic can interact with them and keep them from hurting guys on your side.
Blastech 987 Needle Grenade: Ouch time. Sends nano sharpened titanium spines into everything in its radius. Tears apart flesh, less effective against armor.
Minotaurus HEG Grenade: A block of high explosive in a tiny package-with an ergonomic grip. Better against armored targets, but radius is smaller than a needler.
Adeptus Mechanus EMP Grenade: Shaped like a keg of beer, the explosion fries unshielded circuitry and machinery in a fairly large radius. Power Armor is well protected, but is still affected.
Earthgov EXP Plasma Grenade: Sends a torrent of flesh melting plasma in all directions of the blast zone. Pretty nasty...watch out for friendly fire.