[center] [color=goldenrod][u][b]Firearms [/b][/u][/color] [Img]http://orig03.deviantart.net/1cc6/f/2012/168/d/1/contact___armory_by_shimmering_sword-d53uu2p.jpg[/img] [color=gold][i]"In a fair universe all creatures would have claws. This is one the few things humans fixed in gods stead"[/i][/color] ~ Colonial Defender Eddie Yates of Judica Star. [b]Hand Guns[/b] [hider] Corelia Handgun (1) or 500 credits. Summary: A standard handgun from the late 1900's. Uses an magazine. There's not a lot to say, it's a classic. For all it's flaw it dosen't die, useful, light, compact and the go to choice for anyone who wants to some sort of self defense without emptying their bank or time in training. Stats: Low Punch Fire rate: can let off a max of 4 shots in rapid succession. Recoil: Bare. Range: Moderate: Reload Time: 3 seconds. Ammo Capacity: 15. Split Tongue (2) or 900 credits. Summary: One of the most wide spread hand guns that stretch out across the galaxy. The split tongue earned its named because it has two chambers, two barrels and is capable of both shooting 9mm and 10mm rounds effortless without any risk to the gun or barrels itself. This gun is able to be modified to the point that it can safely house assault caliber rounds and fire them. A small button at the back can be pressed that will force the barrel to turn upside down in a second flat. Stat: Low Punch: 9mm Medium Punch: 10mm can be modified. Fire Rate: 4 max. Recoil: Minimal. Range: Moderate Ammo Capacity: 5 for each ammo mode. Reload: 3 seconds for each ammo type. Volcano (2) or 800 credits. Summary: A bulky hand gun resembling the revolver in design, although heavier and harder to handle. In return for its many down falls the Volcano lets off a powerful one shot kick at a moderate range with a single slug shot. This explosive release of its ordinance is so heavy that it burps fire outside of its short stout, doing extra damage to anyone who is unfortunate enough to be in front of it. Developed by a rag tag of paramilitaries on jualk un, a planet that has nothing but constant night. It's shot was used to frighten away nocturnal creatures from trying to sneak up on solders in a fire fight, as they were known to do. Most weapons from this planet share the same trait. Stats: Assault Punch at point blank, medium punch at range. Fire Rate: max 1 Recoil: High. Must stand to shoot. Range: Moderate. Ammo Capacity: 5 Reload: 3 seconds for each bullet. Bonus Effect: Deals hot heat damage at point blank. Lantern 010: (1) or 900 credits. Summary: One of the few energy weapons that were ever boiled down into a hand gun. It's defined by its skinny sides, being thinner than a human thumb while having a long, outward spine that pokes forward at 4 inches. The front has no barrel, instead being totally open with a small rail poking out. When the device is starting to become over heated the spine glows faintly. Turning a bright blue when it is about to blow. It is loaded with a long, white stick that channels and stores excess energy, acting as a director and soak for the release of the shots. Said stick is removed when reloading. It becomes hotter with each shot. Stats: Low Punch. Hot. Fire Rate: max 10 Range: Moderate. Ammo Capacity: 10. Recoil: bare. Reload: 5 seconds, 9 if using a rag. Noted Negative: Each shot in succession increase the heat of the stick. At 10 in rapid fire, it requires a special fabric to remove without melting your palms or ruining your gloves. Volt (2) or 1000 credits. Summary: Notable by the large,transparent, bottle brimming with electricity that sits on the top of it. An antenna points out from the triangular armored belly. An orange rubber circle over the handle protects the users hand from possible burns. First manufactured in station Twenty-to-Five as a way to use both energy and EMP against a rising trend of high tech crimes and had a resurgence 50 years later when the cyborgs started to flood into human societies for the purpose of travel and immigration. It's most noticeable effect is that is prepared for organic and none organic life although its batteries are notoriously expensive and handles crowds poorly due to the electricity ability to burst out in jumps, to the point that it can hit the user beyond 15 feet. Can let off a instant electric bolt. Stats: Hot Low Punch. Fire Rate: constant for electricity and a max of 5 for the lasers. Recoil: minimal. The gun will start to shake if left on electricity for too long. Decreasing dexterity. Range: Beam: moderate Electricity: Short. Each foot pass 5 feet increases its flicker both infront and around you. Increasing ally and self damage. Ammo Capacity: 10 shots. 20 seconds of sustain electric shock. [/hider] [b]Rifles, Shotguns, Beams and Machine Guns[/b] [hider] Handalan auto (4) or 1000 credits Summary: A mass produced machine gun used in the grave world wars, many of these were taken off dead corpses that littered the ground and sold by the native populace in a quick scavenging scheme to seek export support when most of their natural farming and production buildings were destroyed in the massacres. Because of this a lot of the guns have markers from personal identities to superficial battle damage still on to this day. Such as names printed on, company logos and even tally marks. As a gun it suits the purpose of a standard rapid fire weapon, releasing short bursts of 20 bullets in a single shot a second. It has an automatic switch which allows it to be used for suppression. Stats: Medium Punch. Fire Fate: constant CONDITION: each round of constant shooting increase your dex/ str check. Each fail reduces your chance to hit anything by 5 and increase your recoil level. Recoil: minimal Range: Medium Ammo Capacity: 80 Reload: 3 seconds Back Buckler (6) 1600 credits Summary: A rifle detailed by the large moving automatic cocking mechanism. Because the Buckler is so intensive in its single shots, its hooks the user with a large shoulder bridge. The nose is 3 foot long and has a tiny squared guard on each side to protect nearby allies from the s burst it emits when firing. While traditionally it looks no different than most rifles. It comes with a side compartment holding a retractable tv which is used to zoom into targets and is able to autobalance itself for long range shots. Normally this weapon is used to take down beasts, many of which are genetically tailored monsters unleashed by the evolutionists. With its threatening punch power and direct kinetic force it can mean the explosion of even a highly protected targets skull on contact. Uses a large box to store ammo and reload. Stats: High Punch Fire Rate: 1 max shot every 2 turns. Range: long. Recoil: High Reload: 10 seconds. Ammo Capacity: 15. Conditions: Has no kinetic aftermath due to simply going through most of its targets on initial hit. The sheer size of this weapons you got to have atleast a check of 4 strength to carry it. Orbiter v3 (5) or 1400 credits. Summary: A two handed weapon that is notable by it's large, Tesla coil claw that opens and closes as it fires. When open and ready to fire the claw can be seen producing small flickers of electricity between themselves in random arcs. The back of the gun has a series of small, circle like buttons that glow a brighter red the more over heated it gets or yellow based on how much charge it is getting for an attack. The red signifies that the gun will soon let out a stream of excess plasma from its vents that can cause serious caustic damage if not held away from the face and the blue signifies its reload time. Stats: Scorching Lightning Bolt: single shot of lighting at a target that has Medium Punch and Blistering effects but forces an immediate vent and reload. Fire Rate: Constant. Reload Time: 5 seconds. Ammo Capacity: 10 seconds of sustained fire. Cannot be manually vented. Range: Long Orient 045 (4) or 1400 credits. Summary: A shotgun developed for boarding combat back when ships were much smaller and stations were still growing. several shells are loaded into small slots at the bottom which the gun sucks up with pressure when ejecting a shell. A compact brick that is just under the length of a man arm, known to cause bruising on the user with its rough edges and lack of user grip. Is heavy enough to be used to beat most people to death and was done so during the station Tzukan occupation by a conservatism group in private to avoid attracting negative attention with shots. Stats: Assault Punch Recoil: Medium Fire Rate: max of 5 Range: Short Reload: 8 seconds. Ammo Capacity: 10 [/hider] [b]Specialist Weapons[/b] [hider] Globe Trotter 0456: (8) or 2100 credits. A sniper rifle with a lever action ejection system. Known by it revolver lens system that lets it switch between different types of reticles to see in infrared, night and different zooms along with a electronic component that tells the character of the length and distance. An 8 inch black antenna sits on the side of the gun that detects the humility and receives weather broadcast. The Globe Trotter has a long snout of of 3 feet and the body as a whole is bulkier, containing basic shock dampeners that stop the gun from rupturing the delicate electronics attached to it but don't stop recoil or user kinetic feedback. Stats: Assault Punch Direct Kinetic Damage only. No aftermath kinetic. Recoil: Extreme. Range: Far Fire Rate: 1 Reload: 8 seconds Ammo Capacity: 5 shots. Sky Trident by Fudika Colony (6) or 1600 credits. Summary: A shorter nose sniper weapon that is capable of being used for medium range without much hassle. It has an automatic fire option and auto ejects any spent ammo. It's magazines are deposited to the side of the gun with the back of it exposed, allowing the user to the see the bullets left in his clip. A button is pressed to eject the spent magazine on the handle. Sky Trident has two long poking sticks at its nose that connect to the body of the gun via a series of ultra strong wire and to the user. This allow the users suit or body armor to use its own stabilizers kinetic equipment to increase the guns stability as well. Stats: Assault Punch Recoil: High - extreme for succession of bullets Range: Long Fire Rate: 5 shots max per second. Reload: 4 seconds Ammo Capacity: 7 Condition: If set up to be wired to the users own body armor or suit. You gain a bonus of 2 dexterity for this gun. [/hider] [/center] OOC: Since I mentioned shopping. I should at least post an example. Here are some starting guns.