This is the page for known weapons and armors.
Unlike armor, weapons here are specific. However, there are still a few rules:
- Weapon + attachment is not a new weapon. If it isn't listed, add the attachment to the weapons list.
- Powerful weapons either fire slowly, inaccurately, or with a limited range/magazine size. Weak weapons do the opposite, and moderately powerful weapons are in the middle. So, your orbital death ray can take out anything with perfect accuracy, but only once every three hours (time to orbit the earth twice to recharge and come back around).
- If you're adding a weapon: If it's a slight modification of an existing weapon, don't- if it's a next-generation upgrade of an existing weapon, do, and name it [Original weapon] v2 or whatever version it is.
|Traditional Weapons||Infantry||Bullets||Gunpowder||Varies with caliber||Cheap; Common|
|Guided Mass Projectile System||Orbital||Compacted space debris||Gravity||Largest projectiles have equivalent kinetic force of a nuclear warhead at impact.||Insanely Expensive; Only used by governments, corporations, and criminal organizations capable of keeping a microsatellite network running.||GMPS Launchers gather space debris and compact it into long rectangles. Guidance systems are mounted on the tail. Operates in conjunction with a microsatellite network to aim and fire quickly and accurately. From targeting to impact is usually less than 3 minutes, but it can only fire once every 90 minutes (time it takes to orbit earth and gather/compact new projectile)|
|Multi-Stage Coilgun||Infantry||Short Ferromagnetic Crossbow Bolts||Electromagnetism||Soft body armors are mostly useless; usually punches through hard body armors as well, but may glance off. Not useful against armored vehicles.||Expensive; Fairly common. Popular with assassins because it fires silently. High initial cost offset by usually reusable bolts and rechargeable batteries.||Uses similar electomagnetic propulsion setups as atom smashers. It's composed of a large, high capacity battery and three sets of capacitors that fire in sequence to allow semi-automatic fire. Magazines carry 6, 18, or 30 bolts.|
|Induction Coilgun||Infantry, Mounted||Aluminum, Steel, Copper, or Iron cylinders at a near-plasma state||Electromagnetism||Vicious against organic targets; Almost all body armors useless; Can severely damage armored vehicles if it hits the right place.||Very Expensive; Uncommon. Popular with security companies, particularly popular with criminal organizations for sending a message.||Has two fire modes; Inductive and Coil. Inductive mode superheats magnetically suspended cylinders to near-plasma before firing them; occasionally malfunctions and goes full plasma, falling out of magnetic suspension and destroying gun. Coil mode fires like a regular coilgun, using ferromagnetic bolts.|
|Magnetron Cannon||Infantry, Mounted||Microwave Radiation||N/A||Very low power. Organic targets feel a severe burning sensation. Causes significant electrical arcing, destroying most electronics.||Cheap to Moderately Expensive; Common. Crack open a microwave, pull out the magnetron, and you've got one. More expensive production models are more accurate and powerful.||Expensive models use a system of constructive and destructive interference patterns similar to a laser pointer to create a focused beam.|
|TagTrack Pistol||Infantry||Plastic Sabots delivering Hypodermic Darts||Compressed Air||Non-lethal, injects tracking and identification chips. Illegal modifications allow it to deliver toxins, drugs, or nanobots.||Moderately Cheap; Fairly Common. Popular only with governments, criminal organizations, and assassins. Ammunition is very expensive, particularly illegally modified ammuntion.||Some criminal organizations are notorious for "Roulette Hits"- they load the TagTrack with a random assortment of tracking, toxic, drugged, and nano darts, giving the target a "roll of the dice" at surviving the hit.|
|Harmony Blades||Close Combat||Bladed Weapon||N/A||Vicious in close combat, can only be completely stopped by counter-resonating armor.||Expensive; Uncommon. Particularly popular with the wealthy, seen as a status symbol and art form.||Shaped like a tuning fork with twin blades. It has a small speaker-like device at the base of the blade that makes the blade vibrate, creating a soft ringing tone. This vibration also causes the blade to saw back and forth several hundred times per second, giving it it's incredible slicing ability.|
|Chainsword||Close Combat||Bladed Weapon||N/A||Vicious in close combat, but can be stopped by heavier armors.||Cheap; Common. Essentially a modified chainsaw made to cut people. Blades on the chain can break off if used on heavier armors.||Popular with the more violent governments and criminal organizations for its dramatic and gory power.|
|Chimney Sweeper||Riot Gear||Centrifugal Dispenser||Compressed Gas||Deterrent||Intended for crowd control, riot police, SWAT arsenal; Inexpensive but uncommon||A nonlethal projectile cylinder, distinct in that it only travels approximately 13 meters from launch. However, the device spins at nearly 1000 rpm, dispensing salt pellets in a wide cone pattern over a large radius. Used effectively to break formations and human barriers, allowing the riot squad to divide and conquer.|
|Sneezer Drone||UAV||Tazer, Olfactory Deterrent Gas||Electronic||Deterrent and Surveillance, nonlethal||Modified quadcopter drone, utilized in riot/crowd control situations||Equipped with a high definition camera, blinding 200 lumen spotlights, multiple tazer cartriges that when fired sound like a sneezing child (giving it its name) and an olfactory gas that while not dangerous, is extremely unpleasant.|
|Cacophagus||Riot Support Vehicle||N/A, Aural Weaponry||Electronic||Wide aural radius, capable of compounding physical harm and adverse psychological effects, additionally a fire suppressant.||Extremely uncommon, utilized only in dire crowd control emergencies by Riot/SWAT Police in mega-urban centers||A last resort machine. Shaped similarly to an enormous wheeled coffin, the cacophagus is an aural weapon, and hands down, when these roll out the riot is over. Two main components comprise the device; One, a harmonic siren that reverberates against crystalline glass and can carry for upwards of 3.5 km down a lined street with an extremely shrill and excruciatingly painful tone known to cause hearing loss. Second, the main component is the sole deterrent. Utilizing "infrasonic" sound, the device can render an entire city block violently ill with immediate effects, unchecked it can cause hallucinations and internal organ damage as well as manic violence. Additionally the device can be used to suppress flames, creating a low atmospheric pressure that suffocates flames.|
|Buzzers||Riot Gear||Electric field||Thrown or fired from launchers||Modern taser||Officially limited to military and police. Also available through black market dealers. Can be duplicated with spare parts, with sporadic results.||
A racquetball-sized sphere thrown at targets. Surface nodes arc electricity at initial 1,000,000 volts on impact, stunning the target. Buzzer has high deflection, allowing it to richochet off multiple targets for multiple use.
Add-ons include hanging tendrils that arc with electricity, based on jellyfish.
These are the general classifications of armor. Individual models of armor should fall into one of these categories. If there isn't a category for it, add one.
Rules for armor:
- Armor must be balanced- every armor has a weak point.
- Extremes get extremes- that is, ridiculously powerful armor has at least one extreme fatal flaw that prevents it from being invincible. Moderately powerful armor has fewer, less fatal flaws. Cheap or bad armor doesn't need any more flaws.
- This is for classes of armor, not individual models. If your armor is a modified version of one of the existing classes, that's what it is- it doesn't need a new class of armor unless it is significantly different from any existing class.
|Junker Armor||Made up of found scrap metal, scrap carbon fiber, and scrap composites. Variable defensive ability, but usually it can stop a shiv mostly.||Cheap/Free; Low level criminals, people who want armor but don't have money.||Sometimes the weight of this armor isn't worth the little protection it provides.|
|Kevlar||Made up of woven kevlar fibers. It can handle most caliber traditional weapons. It can't take higher power weapons without hardened steel trauma plates.||Cheap to Moderate; It's common, it's old, its used by criminals who are almost somebody that you might have heard of.||Only really useful against traditional weapons.|
|Composite type C||Composite of carbon fiber, kevlar, trauma plates, and ceramic layers. Looks like a smooth black suit of armor. Its pretty safe, can handle most traditional weapons, and has a chance at taking on newer weapons.||Moderate; Fairly common, used by low level governments, corporations, and criminal organizations with a bit of cash.||Heavy, clunky, and very limited sight. But, you probably won't die in it.|
|Composite type B||Composite of carbon fiber and ceramic layers with a small nano-repair system. It's a bit weaker in terms of defense as type C, but it gradually repairs itself. It's also much lighter.||Moderate; Usually mixed in with type C users, but their bosses and officers get it.||Lighter than the type C, better visibility. However, the type C can handle a much larger single blast than the type B.|
|Composite type A||The pinnacle of the composites. It's mostly carbon fiber with titanium reinforcements. It has a full nano-suite, allowing rapid repairs and a slight "hardening" effect giving extra protection right before impact.||Moderately expensive; The bosses of the guys who get type B get the type A. Not terribly common amongst the grunts, but some have managed to upgrade type B to be very similar to type A.||The upside is that it can handle anything that type C can handle at a quarter of the weight- the downside is that the nano-suite is controlled by the wearers thoughts, so a surprise hit makes this armor slightly weaker than type B. In close combat, it's nearly impenetrable though.|
|Stealth||The most expensive commonly found armor. Nanites migrate into the skin in vital areas and form protective shields under the skin, where they solidify into plates.||This is used by most of the wealthy, almost all government officials, and most corporate and criminal leaders.||The upside of this armor is that it can be used in conjunction with any armor that isn't integrated into the users skin, and it is externally invisible. The downside is that it's less of a first line of defense, and more like a last resort- it only covers vital areas and it heals fairly slowly over the course of hours. Furthermore, it's under the skin, which can still be damaged normally. However, it can stop a bullet or a knife effectively, and has no real health risk.|
|Cyber-Organic||The cheapest of the expensive. It's a living shell of nanites that integrate into the wearers skin, meaning it's pretty permanent. The nanites also increase the wearers senses slightly.||Expensive. Not terribly different from type A, except that it makes the user heal more rapidly and can repair organ damage. Used by medium-level corporations and government officials, as well as criminal organizations big enough to do real damage if they chose to.||Cyber-Organic users are susceptible to Magnetron Cannons as a viable means of incapacitating them. Also, the nanites are limited in number- the armor eventually "runs out" as they're destroyed.|
|Mechanical||A full 4 centimeter wall of hardened steel, carbon mesh, and ceramic plating between you and everything that wants to kill you, plus a life support suite of nanites. To carry the weight, it has a hydraulic exoskeleton supporting the whole thing. This also provides enhanced mobility.||Expensive. This is heavy duty stuff used by the government and criminal organizations. The only corporations who use it are the ones moving large shipments of very valuable cargo.||Due to the hardened steel, nanites can only do partial repair of this armor. To make up for it, it goes a bit overboard on life support- from full multiple organ reconstruction to neurosurgery. However, the power core for the hydraulics and the hydraulics themselves are susceptible to damage- one lucky shot to the hydraulic core and it turns into an inescapeable coffin.|
|Bio-Nanite||This is like Cyber-Organic on steroids. The wearers skin is fully replaced by nanites. It provides greatly enhanced senses.||This is only used by the particularly wealthy, the heads of corporations, some government officials, and elite government military units.||Replacing the skin with nanites is incredibly painful, but also beneficial. Users gain 360 degree vision and superhuman senses, except they lose their sense of smell and a significant amount of taste. However, they are also able to directly interface with electronics, and their body becomes a modular weapon- they're able to integrate small weapons into their body at any time. Furthermore, they're nearly impossible to kill- as long as their brain is intact, the rest of their body will reform and repair itself in less than a minute. The downside is that a powerful magnetron attack will leave them writhing on the ground in pain, without skin.|
|Counter-Resonant||A specialty armor- it's Composite type C with nano-musculature at the base, giving it lightning fast movement. It also has a hardened steel shell over it to break chainsword teeth. The important bit though is on the wearers chest is a vibrating disk that detects and counters the vibration of Harmony Blades.||Remarkably expensive, this is used only by the wealthy and assassins from any sector.||This armor has a microphone that listens for the humming of Harmony Blades. Upon detecting one, it begins to resonate at an identical pitch, causing two effects- first, it matches the sawing motion of the blade, taking away its enhanced slicing ability, and it causes the amplitude of the blade to suffer from constructive interference, making it shake violently and become hard, if not impossible, for the opponent to control. The steel shell turns chainswords into harmless toys, and the nano-musculature gives the wearer superhuman abilities, making this the ideal close combat armor. Unfortunately though, the vibrating disk in the chest is a very large weak point that, if struck, takes away the counter resonant ability, and the armor has no nanites to repair it or the wearer.|