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Post by TiJiL on Jan 27, 2004 22:43:22 GMT -5
NOTE: There's some nice info here, but take any 'stats' with a grain of salt. We've decided not to use statistics in our RPGs.
This is Unfinished, but still fairly extensive. Enjoy. We might finish it, but, realistically, we might not.
Chapter V: Equipment
Money Currency in the twassecc universe circulates very widely, but all in all the main conduits for monetary commerce are on the colonized twassecc worlds, Choeroea, Noga, and capital ships. Early in this galaxy’s history, the kittek conquered nearly all people. Normally, this conquering was merely done by command. Not wanting to invoke the wrath of the mighty kittek, most races merely complied. Standard measurements and currency were created in this manner. The pat is a cantide crescent, sharp in appearance, but not in practice. This beautiful but cheaply made piece of metal is coveted as the monetary unit throughout most of twassecc, choeroed, nogan, and sigwar commerce. However, while the kittek managed to force most into their ways, many other races have their own systems.
--Ees – Obviously, being the kittek’s mortal enemies, the ees felt no need to adhere to their ‘brainless’ ways. In ancient ees culture, all monetary transaction was completed through a huge electronic network. Those that wished for cash would use small pieces of tumultuous crystal. These crystals are so rare in the modern day that a single one will fetch an enormous price.
--Ure, Flispians, Thelsic, Vimp – The ure, resentful at the kittek and their successors the twasseccs, angrily invented a unit of their own. Grij are tiny beads of coronium, perfectly spherical but with a hole bored through one axis. Originally, these served as ceremonial, cultural items for the ure, who place much emphasis on their hair in their later years. While many ure will still use grij for this purpose, overall they are merely currency.
--Hurk – The Hurks, while they understand and accept the use of pats, do not normally use them on their planet, or between two hurks. Items are purchased by trading similarly valuable items for them, or performing some service. While hurks will use pats when they go off world, they have very little business sense, and don’t seem to correctly understand the value of a pat (Usually)
Carrying Money Generally, pats are carried in pat wheels. A pat wheel is a theoretical alignment of about 1000 pats, magnetically held into a circular pattern. Cantide is durable when cut extremely thin; so many pats can be compacted in the same space. A pat itself is about 2 inches long, and .75 inches across. A pat wheel is 4 inches across, and pats can easily be removed or added. In the event that you are extremely rich, you would carry several pat wheels, magnetically attached into a pat cylinder.
Wealth Beyond Money Along with standard currency and barter, there is also the possession of trade goods. An entrepreneur may purchase a large array of an item that isn’t necessarily useful to him, and then relocate it and sell it to those who will pay a lot for it. Below is a table of some common imports/exports.
Table 5-1: Trade Goods Commodity Cost Animal, common 100 P Animal, exotic 1000 P+ Art 100 P+ Tilipsia, 10 L 1000 P Food, Common 25 P Food, Quality 35 P Food, Expert 50 P+ Tumultuous Fuel, 2 L 2500 P+ Textiles, 1 m 10 P Water, 1 L 5 P
Selling Items Occasionally, you may wish to sell an item that you just don’t need anymore. Items fetch different prices according to how damaged or used they are, and where they are sold. For instance, while a twassecc merchant may sneer at you if you try to sell him a dirty canister of water for 50 pats, most sigwar would probably take you up on that offer. Costs are GM discretion.
Weapons No matter how you look at it, war is an integral part of society, especially twassecc society. Fighting and combat reach every being of every species, and so most carry at least some form of weapon with them.
Weapon Categories
Melee Weapons Melee weapons are bludgeons, truncheons, swords, maces, axes, knives, throwing weapons, spikes, atlatls, clubs, staves, spears, pikes, halberds, knuckle attachments, flails, blades, scimitars, cleavers, and whips. These weapons are often very good at incapacitation, and daxite weapons are very good against armor. However, the use of these weapons implies that one is right next to their enemies (not counting the throwing items).
Heavy Melee Weapons Heavy melee weapons are mostly your hurk and nogan weapons, though a few of the finer weapons from other races are classified here, as well. These weapons, essentially, are big enough, heavy enough, dangerous enough, or difficult enough so that the average person could not wield them. For instance, hurk weapons are generally so huge that only hurks and nogan could ever use them. Some are large enough that even nogan are inadequately sized to get any benefit from their use. On the other end of the spectrum, an assassin’s daxite blade is very sharp, and difficult to wield correctly. Most beings would kill themselves accidentally if they attempted to use it.
Slug-throwers Slug-throwers are all guns that fire an actual, non-explosive projectile at an opponent. These are very rare, but they would include most of the choeroed and sigwar hand weapons. Normally, these weapons are not used unless their bullets are coated in daxite, for physical bullets are obsolete and most machines have armor easily capable of repelling them.
Squid-throwers A humorous, slang term for slug-throwers that fire explosive bullets. These weapons are actually very common, and usually send a tiny bit of K5 or similar substance into an enemy, which will violently explode within them. This category includes K5 guns, missile launchers, and PLGML’s. Some Squid-throwers require special training or physical capacity to utilize.
Energy Weapons An energy weapon is a gun that fires energy at foes in order to destroy them. These include lasers, sonic weapons, flamethrowers, and tumultuous cannons. These are the preferred weapons for most beings in the galaxy.
Heavy Energy Weapons These include those weapons that include enormous potential for destruction for all, including the user. Sonic weapons, flamethrowers, and tumultuous cannons are all extremely dangerous toys, and can easily result in the death of a soldier. These weapons all require some sort of training to utilize, and many are species-specific.
Munitions This category includes all explosives not fired from a gun. Grenades and mines make up the bulk of this group.
Race-Specific Weapons These are all the remaining weapons that only really work for one or two races. For instance, a norkid’s knife can’t really be classified as ‘heavy’, but a twassecc would have a lot of trouble using it. This class includes charms, norkid weapons, and most choeroed melee weapons.
Melee Weapons
Daxite Blade Daxite blades of various makes are common all over the colonized galaxy. Generally manufactured on Benidis, where enormous deposits of natural daxite are found, these blades are cheap to make but difficult to wield. Daxite is a substance that can be cut enormously thin, allowing for a super-sharp blade. However, the downside to this enormously sharp edge is that daxite weapons are very easy to break. Usually, a daxite blade will consist of a 4 to 8 inch blade, fitted on a thick handle to accommodate most average sized species. The handle has within it several extra blades that can be shifted into position by merely turning a ring at the front. Many cheaper daxite weapons are a thin plastic or metal handle with a short blade of daxite. Any daxite weapon possesses enormous risk for the user, for daxite will cut through you easily. A dropped knife is usually a few missing toes. However, daxite will tear right through even the toughest of armor, and thus is a common and useful item.
Wokthé Staff Wokthé staves are fairly popular among twasseccs and choeroeds, but not as widely used by the other species. Wokthé is of course a wood from Uiiq, very hard and almost impossible to break because thin slivers of metal run within it. When carved into a long staff, it makes for a quick and painful bludgeon at a tiny cost. While twasseccs rarely modify them, preferring instead to use the stunning effect of a hard blow, choeroeds frequently attach daxite to the ends, making a deadly close-combat weapon.
Adapter Gloves While more of a utility item than a weapon, Adapter Gloves are very useful in combat. These twassecc-made mesh gloves can be fitted with a variety of tools including scanners, magnets, heaters, water purifiers, and of course dart guns and knuckle spines. The gloves themselves are fairly cheap, but attachments vary in cost depending on function.
Sarth Pike Sarth pikes are long, coronium rods, generally used by gangsters and thugs in brawls, but also quite common in the twassecc military. Heavy troopers are provided with a sarth pike for use when their guns are destroyed and/or run out of ammo. In storage mode, these lethal weapons are about 4 feet in length. However, when placed in the hands of a capable combatant and twisted into the ready position, 3 feet of staff extend from the bottom, and a foot-long daxite blade on a sarth-hitch whirls out. This now-8-foot-long staff is very light, and can be whirled around with deadly precision. The sarth-hitch that holds the blade can be operated during combat, allowing the blade to be swiveled for increased cutting power, or stowed to avoid breakage. When stowed, the blade flips around, facing back towards the user’s hands. The blunt back end of the blade is now revealed, and can be used for bludgeoning opponents’ heads in. Finally, some of the nicer sarth pikes have a special layer of weak tumultuous implanted under the blade, so that when it flicks out, it unleashes a hail of burning, tumultuous sparks.
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Post by TiJiL on Jan 27, 2004 22:44:22 GMT -5
Electric Whip A nasty device used by twassecc slave drivers, the electric whip is a long polorium rope designed to lash around when swung. This is hooked into a handle with a small generator and a button for current dispersal. While the whip is painful with just a single strike, if the wielder depresses the button, a powerful electric current courses through the whip, stunning the target and possibly destroying specific motor functions. The electric whip is considered immoral by many, but can be purchased from any reliable twassecc weapons dealer.
Sigwar Throwing Blade While throwing blades never caught on much among twassecc manufacturers, the sigwar quickly bought up a great deal of daxite and begun producing extremely fine weapons. These bizarre, curved daxite blades are created en masse and fitted with silicon handles. While they can be used as daggers, they really shine when hurled forward into an opponent. Generally, these knives are not durable enough to withstand many battles, but luckily they are cheap to buy and replace.
Uture Gauntlet A twassecc weapon that apparently dates back to Twassure, Uture gauntlets have existed, in one form or another, for hundreds of years. Twassecc historians claim that their design was created for game hunters, as a mere tool, but quickly escalated to the melee weapon of choice across Twassure. At their current form, these are heavy, metal gloves, sporting a swiveling axis on top of the hand. On this axis are several independently moving daxite blades, which are spun around at a huge speed when the wearer depresses a handle. The rotating axis allows the direction of the blade’s spinning to be altered, to avoid daxite breakage. Finer uture gauntlets may have as many as 15 blades, whereas the cheaper versions often only have one or two. Even when not in operation, uture gauntlets provide a large weight attached to the hand, which can improve performance in a fistfight.
Shantin Staff Shantin staves are rare weapons, constructed of tempered polorium. Only about 4 feet long, they are nonetheless dangerous weapons. Rather than being held like standard staves, these are held from behind on a narrow handle. The leading, curved edge functions as a dull blade, and the spiked bottom can gouge out parts of an opposing being. Commonly used by the ure, shantin blades are commonly infused with small orbs of P6, which will corrode and damage those unfortunate enough to come into contact with it. Finally, the P6 orbs are conductive for the ure psychic powers, and act as a sort of miniature amplifiers
Vimp Knife The vimp have never been honest craftsmen, but they are very good at their trades. The vimp have created a type of throwing knife with such perfect, flawless construction that no other item has yet matched. Though they are made of a dense black solid, and therefore not nearly so sharp as daxite knives, their design is made so that when thrown in a heavy atmosphere, they hurtle forth with enormous speed. Those who have practiced with these expensive items can get the knife thrown at near bullet speeds without expending much effort.
Ees Concussive Mace The ees are well known for their amazing engineering, and they prove their ability once again with the concussive mace. These weapons, which are composed of a very dense, clear metal from Polon II called icill, contain within them a powerful tumultuous crystal, and a small mechanism that produces a concussive field around the head of the mace. When turned on, the mace glows with cool, blue electricity, and is made nearly weightless. (The power reverberating through the mace when its on is also routed through a small gravitic generator, which makes the mace extremely easy to wield). When the mace strikes an opponent, the concussive field will exert enormous force on the target. Usually, this just gives the appearance of incredible strength, when a choeroed using a large clear mace is capable of sending a twassecc flying. However, the energy exerted by the mace is directly proportional to the force that the user supplies. So, if the user hits someone extremely hard with the mace, the mace will throw in an extremely large extra bout of energy. So, with significant user strength, the mace often exerts enough energy to ignite the target, or at least tear them to pieces.
Ees Decryptor Highly expensive, but useful as a tool as well as a weapon, this weapon must be purchased directly from the ees, via special order. Obviously, this requires much money, but the device itself is invaluable. Capable of sucking power from any electronic device it is thrust (forcibly) into, it can recharge batteries or store the energy. If the latter is chosen, it may then discharge all the energy at once into an enemy, destroying their nervous systems utterly and sometimes reducing them to smoldering remains in erk. Being ees made, it not only counts as daxite, but is not penalized by the break chance. Users of this weapon are cautioned to wear ED armor, and place it only with a special scabbard designed exclusively for that weapon.
Table 5-2: Melee Weapons Name Cost Damage Sp. Notes Daxite Blade p55 35-66 1 1/10 chance to break, 3 extra blades. Wokthé Staff p45 12-25 2 Adapter Gloves p25 +10-15 NA Adds 10-15 damage to normal, unarmed attack. Sarth Pike p85 45-110 1 Nicer ones deal 1-35 damage to nearby enemies when deployed. Takes 1 turn to deploy. Electric Whip p60 1-35 1 +1-20 damage, 1/10 chance to stun for 1 turn while on. S. Throwing Blade p35 1-87 1 1/5 chance to break. Uture Gauntlet p225 +1-20 NA Adds 1-20 damage to normal, unarmed attack. Up to fifteen blades. Uture Blade p25 +1-15 2 Adds 1-15 damage to the Uture Gauntlet. Shantin Staff p75 14-31 1 Vimp Knife p90 1-125 1 E. Concussive Mace p775 121-400 1 1/5 chance to ignite opponent E. Decryptor p1350 12-68 1 +1-500 damage, depending on current energy level.
Heavy Melee Weapons
Spirit Halberd This weapon, traditionally employed by the Gul’Surr, is an enormously dense staff of metal. About 8 feet long and 3 inches wide, this enormous halberd is definitely not a weapon one would like to be hit by. The blade parts are made out of natural daxite, which is increasingly rare in the modern world. Harvested from a small mountain range on Noga, this natural daxite is less prone to shattering than artificially made blades. Unfortunately, it is less sharp. While the spirit halberd is primarily made of coronium, the core is hollow, and tiny slots of glass allow one to look within it. Inside is a beam of orange light, ceremoniously added there by the Gul’Surr when the halberd is first created. This weapon can only be wielded by nogan, hurks, and thelsic.
Hurk Two-Handed Mace These maces are created by and for the Meddek-Ten, primarily, and are not uniform in their production. They are created from a plethora of jagged pieces of the finest dorosaur claw, the densest material in the universe. A two-handed mace usually is about 4 feet wide, 6 feet long, and weighs approximately 1000 pounds. Only hurks can use this weapon.
Hurk One-Handed Mace Much like their larger cousins, which require more hands, the one-handed mace is a giant piece of super-dense material. Commonly made of a wooden handle with various mismatched pieces of claw and bone on it, these maces deal enormous damage. They are approximately 3 feet long, 1 foot wide, and weigh about 200 pounds. Only hurks and nogan can use this weapon.
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Post by TiJiL on Jan 27, 2004 22:44:43 GMT -5
Thelsic Battle Axe While a one-handed weapon for thelsic, it is heavy and cumbersome for all but thelsic, nogan, hurk, and flispian, and requires both hands to use. It is not the most subtle of weapons, being slow to swing but exaggeratedly powerful. A specialty item, it must be ordered or purchased from specific battlefield salvage yards. It is unique in that it counts as a daxite weapon, yet is not penalized by the break chance.
Thelsic War Axe Certain strong twasseccs have been able to wield this effectively before, but it is rare. Only thelsic, nogan, hurk, or flispian may wield this weapon at all. Hurks and nogan may use it one-handed, but suffer a decrease in effectiveness if they choose to do so. A long shaft of metal with deadly blades on either end, it can slice through enemy ranks like a hot knife through butter. Again, not very subtle, being insanely tough but slow to swing. Also not penalized by the break chance.
Thelsic Skkraksee A thelsic, nogan, and hurk only weapon, even flispians have difficulty with the Skkraksee. A final demonstration of the thelsic’s complete lack of subtlety, this is obviously a tremendous laser cannon with sharp blades on either end. Slow to fire, but usually used at very close range in combination with melee attacks, the laser blast blows huge holes in enemies. Finally, it is not penalized by the break chance.
Manaat Staff Giant staffs of manaat, these are commonly used by hurk hunters and riders. Ranging from 10-30 feet long, few can wield such immense weapons. Manaat is a unique wood found on Hurk that varies in its elasticity with the force exerted upon it. For normal hits, a manaat weapon functions as any wooden one would, merely bludgeoning in opponents. However, when whirled through the air with significant force, the manaat becomes bendable. While in this bendable state, it will give slightly when it collides with an opponent. However, after the collision, the manaat will snap back to its normal durability, sending a jolt of destruction through the unfortunate target. Depending on the length of the staff, only hurks, nogan, thelsic, and flispians can wield these.
Daxite Sword Rarely available, but not to be discounted, the daxite sword is a demonstration of twassecc violence. Three feet long and set within a single shaft, it is capable of dealing tremendous damage very quickly. It is capable of attacking at speeds not thought possible with a weapon so powerful. Unfortunately, it is prone to breaking, and has no replacement blades. Fortunately, since it is so long, it can frequently be used despite the loss of length. When all that remains is the handle, it may be sold; many merchants pay top dollar for these “authentic war souvenirs”, and will sell them at a profit to rich customers. Requires some proficiency in melee combat to wield.
Razor Claws / Talons These expensive mesh gloves/socks brandish vicious-looking daxite blades. The glove part itself is made of interlocking cantide links, custom fitted to stay completely taut on a choeroed’s hand. The thin gloves extend up to the knuckles, to allow unhindered use of the choeroed’s fingers. The blade itself is attached to a polorium ring on the inside edge of the hand. A curved, slightly serrated blade extends forward in such a way that when the choeroed curls his hand into a fist, the blade sticks directly forward. Thin polorium finger-guards help to prevent the choeroed from slicing off his digits. These claws are forcibly placed within an enemy’s body, and then forcibly removed. Because of the fairly rough manner in which these weapons are used, the daxite is double-layered, reducing its sharp edge but making the break penalty 1/20. These are available for feet and hands. Only choeroeds may use these weapons.
Hurk Trunchaxe While as a general rule, hurks don’t like sharp weapons, the trunchaxe is not what one might expect from an ‘axe’. While vaguely axe-like in shape, the trunchaxe is extremely blunt. It essentially is a plate of stone roughly lashed to the end of a tremendous beam of hardwood. The leading edge is sharp enough to cut textiles (and of course flesh), but hurks generally use the flat side of the axe to smash opponents, rather than the thin side to cleave them in half. Hurks and nogan can inherently wield this weapon, and thelsic with the brute force discipline can, as well.
Table 5-4: Heavy Melee Weapons Name Cost Damage Sp. Notes Spirit Halberd NA 36-188 1 Adds 100 resilience Two-Handed Mace p3000 1-2500 1 1/3 chance to miss One-Handed Mace p800 1-800 1 1/4 chance to miss Battle Axe p200 1-88 1 War Axe p400 26-110 1 Skkraksee p1000 78-400 1 Can attack at range for 1/2 damage Manaat Staff p350 31-87 2 Daxite Sword p300 1-76 2 1/10 chance to break Razor Claws/Talons p350 1-55 1 1/20 chance to break, each one can attack. Trunchaxe p200 45-176 1 1/10 chance to stun enemy for 1 turn.
Slug-throwers
Twassecc C-1 Slugthrower The C-1 is a very easy to obtain gun, and is capable of propelling a shard of blunt metal at a target. The metal is designed not to penetrate, so that it will become more likely to lodge within the target. Lightweight, but not guaranteed to kill even an unarmored target (While not guaranteed, it’s statistically likely), the C-1 is seen in museums more than on the battlefield.
C-10 Frag-Gun The C-10 is the first really useful twassecc slugthrower. While still rarely used due to the availability of better weapons, it is capable of dealing tremendous damage at short range. The slugs are designed to shatter on impact, releasing a small amount of AR-7 dust in all directions. A close-range shot into an enemy’s chest will kill even the most resilient of opponents. Most twasseccs that use this weapon prefer to use two at a time, as they are lightweight, easy to fire, and have very little recoil due to their pneumatic firing system.
C-15 Machine Gun While the twasseccs are not fond of weapons such as this, it does very nicely in a pinch. It’s a high damage slugthrower that churns out rounds at a tremendous rate. Ammo for this weapon, however, is very hard to come by. Once again, this is likely to be seen in a museum, but not in the battlefield.
C-20-P6 Handgun By far the most common of the twassecc slugthrowers, the C-20-P6 Handgun packs a devastating punch guaranteed to kill even the most resilient of enemies. The bullets are expensive, for they must be specially designed for this weapon, but they are very powerful. They are designed with a sheath of daxite on the front that is designed to break on impact. It has a 1/3 chance of doing so, while the remaining 2/3 of the time it will pass right through an enemy. If the daxite breaks, a small amount of P6 is released into the victim’s body, dealing damage over time, usually resulting in death, unless shot in the extremities. This weapon is extremely painful, and any enemy who has been unlucky enough to have the daxite snap inside them will have 50% reduced attack speed and 75% reduced chance to hit.
CH-13 Submachine Gun A choeroed favorite, the CH-13 is cheap to use, buy, arm, and repair. It turns out a shot every time the trigger is squeezed, so it is capable of firing as fast as the user can force it. It is lightweight and small enough to conceal in almost any bag, but boasts a very large recoil and report. The slugs it fires are not fired with a high velocity (for bullets; you couldn’t, say, outrun them) and thus to very minimal damage. At good range, a twassecc being struck with a single bullet from a CH-13 will suffer major scale damage, but no internal wounds whatsoever.
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Post by TiJiL on Jan 27, 2004 22:44:58 GMT -5
CH-39 Fully-Automatic Machine Gun While far more expensive than the CH-13, this weapon is even easier to use. The trigger merely needs to be held and the gun will churn out rounds. Accuracy is improved greatly by an automatic stabilizing system, correcting the normal upward jerk when fired. The true perk of the CH-39 is its ability to use almost any kind of ammo. It merely needs to be strung into an ammunition belt, and it’s ready to fire. An adapted CH-39 is even capable of firing miniature rockets. Since it is so expensive, only top-quality commandos ever see this weapon, and very few enemies live to tell their friends about it.
CH-SNMG The CH-SNMG (Sniper’s Machine Gun) is a very useful weapon, if rare. It fires daxite slugs only, but is very good at this. It has a long barrel for a machine gun, and has the most advanced stabilizing system the choeroeds have yet produced. While sporting all the features of the CH-39, it comes complete with a gun scope and a silencer field. The field absorbs all sound coming from the weapon and destroys the vibrations, making this weapon almost silent. The gun itself has more range than any other machine gun, and if the user is skilled, bullets can strike the exact same spot repeatedly, tearing deep holes in thick targets. This is a relatively new weapon and is only useable by choeroed Snipers or Twassecc Assassins.
CH-ASG (Automatic Shotgun) This weapon is commonly used by Martial Arts Masters. While they typically do not condone the use of ranged weapons, this one is exceptional at close range (and they kind of stuff the barrel into their enemy’s gut before firing). It can be loaded with standard or daxite slugs, and it holds a massive number of them. When the trigger is depressed, the gun churns out ten bullets at a time at a rate of one burst every erk. There are four muzzles that rotate rapidly, making it possible for each firing chamber to cool and still produce a huge fire rate. The recoil and report are large, and the user must take care not to expend unnecessary amounts of ammunition, but it takes armored vehicles or grenades to take out someone holed up in a building with one of these. Forget machine guns. They only slow you down.
Sandstorm Pistols These are small handguns that are very popular amongst sigwar scouts and soldiers alike. Essentially, their premise is that they are small, use very compact ammo, can fire fairly quickly, have little recoil, and are convenient to reload. A well-trained sigwar with 6 of these babies can unleash a constant hail of fire, reloading one pistol as he continues to fire with the others. Sandstorm pistols have 4 makes. These makes are (can you believe it?) 1, 2, 3, and 4. All Sandstorm pistols fire a tiny daxite bullet, designed to pierce through even the toughest of armor. Essentially, the higher the make, the harder it shoots the bullet. Therefore, while G-1 pistols are much smaller and more accurate, G-4’s provide much more potential for destruction of armored targets.
Norkid Spike Rifle Norkid spike rifles are fairly common on Uiiq, and are utilized extensively by their resistance movements. While there are several main types, all of them are based on the same principles. They are long, thin, light weapons made of wokthe. A stick of hardwood is fed into the handle of the gun, and a tiny system of blades shears it off into a sharp bullet, which is then propelled into the firing chamber. When the barrel of the gun is pulled back, it creates sparks within the rifle, which ignite a calithritum mist that resides within. The explosive particles then fire the spike at high speeds from the barrel. Due to the fairly large recoil, these weapons are often used only in direct combat, and not for stealth. After the spike is fired, the user must feed a bit more of the hardwoon stick in, which will create another spike. Other materials can be made into bullets for a spike rifles, so rarely do users of this weapon run out of ammo. Spike rifles are classified according to the size of the projectiles they fire. The SR1 fires a one-inch spike, the SR3, a three-inch. The ASR, or automatic spike rifle, has a mechanism within it that automatically feeds the ammo through the gun, allowing it to unleash an uninterrupted hail of fire.
NBR The needle burst rifle is, despite its norkid ancestry, one of the most dangerous slug-throwers in the universe. Unfortunately, it is very small, and thus must be used at very close range to achieve its full potential. Much like the spike rifles, this is a wokthe gun with a pull-back firing mechanism. However, unlike the spike rifles, it fires a huge shot of needles forward at immense speed, rather than a single spike. These needles will shatter most bones, shred most flesh, and make most skin look like a bloody mess. At close range, it can pierce through light armor and heavy glass. Essentially, this weapon is used by Matir for missions where stealth is not an issue. The Matir will hop inside an enemy vehicle, fire at the pilot and/or the controls, and exit or hijack the vehicle. This short gun is so tiny it can be easily concealed even by a norkid, but the ammo gets rather cumbersome.
Ure Pistola Usually remaining unused, all master psychics have one of these on them should their mental power become inhibited. Far superior to the C-1, the Ure Pistola takes almost a full erk to fire, but the bullet is propelled with such a velocity that a fully charged ees concussive field is unable to catch it. It puts dents in coronium and ricochets with impunity. It uses laser heat in order to propel the shot, and can function as a laser pistol if the front half of the gun is removed. Be advised that carrying one of these in twassecc space will not make you popular.
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