(OOC: I'm not actually a gun nut, so I am kind of bullshitting. So, if any of this leaps out at you as being stupid, please tell me! Politely, of course)
So, we all love to get our hands on custom made guns from the best gunbunnies on Locus, but sometimes, we gotta play in the Inner system. That means working with kneecapped nanofabbers that won't make a gun without serious rijiggering. Not so good when you're trying to stay, uh, what was the word Firewall always uses?
Discreet. That was it.
So, here is my collected dossier on Hypercorp weapons. It might not have flash or customization, but they make it in bulk.
Here is my starting list, just to whet your appetite.
Light Pistols: This includes kinetic, beam and spray guns that are pistol sized and small.
ComEx-P99A: The old P99 was what I'd call a SURPRISE gun. They're small, easily hidden, and have next to no ammo capacity. What they make up for is they look whimpy. So if your freighter is boarded by pirates, you can grab one, pretend to surrender and then blast the poor sap. The A model was modded up to have a gyro in the handle, which is why I call them Kittens. A major draw back with the thing is the lack of efficient heat release, meaning the barrel gets HOT, making prolonged firing a dicey proposition.
Special: Gyro-stabilization removes movement penalties, while the gun's ability to fold into a fairly safe looking oblong of white plastic gives you a +10 to palming it. It still shows up on weapon scans, though. You can hold it in your hand and have the barrel pop out and shoot, turning it into a threatening gun during what would normally be an 'aim' action during your turn.
Skill: Spray Weapon
AP -
DV: 3d10+15 (11)
Firing modes: SS
Ammo: 5 (Each Ammo counts as a burst)
DA-Side Arm: Trust Direct Action to come up with an exciting name for their gun. The Side Arm is pretty much exactly what it says it is: A gun specially designed to be usable the instant your heavier weapon - seeker launcher, rifle, particle beamer, what have you - is depleted. The nice thing is that the Side Arm is damned dependable, easily reloaded, and perfectly balanced. The only downsides are it's lack of stopping power.
Specials: The Side Arm is custom made with a smart holster that straps to your fore arm. The gun folds up, and sits there, ready to be launched at a thought or gesture by you - most DA mercs chose gesture, as a wireless system can be a bit dangerous if you're enemies are playing with Guerrilla A.Is. The smart holster lets you draw this weapon as a free action. DA Special Forces use shielded holsters that use smart metamaterial to fold radar and x-rays around em, forcing a -30 penalty to anyone trying to detect your Side Arm.
Skill: Kinetic Weapon
AP: -1
DV: 2d10
Firing Modes: SA
Ammo: 15
Fa-Jing Shou Ji: The Shou Ji - a shortening for the Cantonese word for Laser - is one of Fa-Jing's workhouses. This sucker is the most compact and flexible laser pistol on the market...and the memgineers at Fa-Jing claim it's just a communication tool. Yeah, their security teams do use them for secret point to point communications, but they're used just as often for on the site welding, and putting down rioting indentures.
Specials: The Shou Ji can be aimed at any antenna and send signals that are untraceable, unless you happen to be between the beam and the target. The beam can be set to three modes: Agony, Beam and Pulse. Agony is a low powered pulse that is most effective on biomorphs: Flash boiling the water under their skin to rupture and burn them from the inside out. It won't kill you, but it'll make you wish you did. Shooting someone with the Agony setting gives you a cumulative +10 intimidation bonus. Using it for an extended period of time will begin to inflict Stress Points. Beam is the 'standard' setting, which acts like any other beam weapon. And finally, Pulse is a charged up shot that will take a real bite out of armored targets, imparting a great deal of energy to the target.
Skill: Beam Weapon
AP: +5 (Agony), - (beam), -2 (Pulse)
DV: 1d10/2 (Agony), 2d10 (beam), 2d10+10 (Pulse)
Firing Modes: SA (Agony), SA (Beam), SS (Pulse)
Ammo: 150 (Agony), 100 (Beam), 50 (Pulse), 200 hours of Line of Sight Communication.
(Idea Spark: Arenamontanus)
PC-HD3: This gun is one of the few things produced all across Planetary Consortium Space. Which makes sense. The thing is a peashooter...a safe peashooter. Most anarchists mockingly call this the Please Sir, Hit me More. But, to be fair, if you want to defend yourself from lowlives, and you want their biometrics to hit a local police net within a few seconds of you aiming your gun at them, this'll do. But the real fun and joy of the PC-HD3 is to hack it into a seeker missile's network and add injury to insult. Also, some ego hunters get a kick out of routing the gun's signals to the local G-Rep circles, to really ruin some poor schmuck's day.
Special: The PC-HD3 is, shockingly enough, legal to carry in most hypercorp stations and is the mainstay home defense weapon of many people. The touted 'safety net' feature is essentially a dozen high powered cameras and sensors crammed into the barrel, meaning aiming the gun at someone will give the local police every bit of information they'd need to track them with local spimes. This imparts a +30 check to finding a target that's been 'tagged' by the PC-HD3. Hacking the gun (Either a moderate favor or about half a week of infosec and programming tests) into a seeker launcher's system lets you guide the missiles.
Skill: Kinetic Weapons
AP: -
DV: 1d10+5
Firing Modes: SA
Ammo: 12
(Feedback Appreciated!)
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Hypercorp Weaponry
Sat, 2010-09-18 19:43
#1
Hypercorp Weaponry
Sun, 2010-09-19 17:18
#2
Re: Hypercorp Weaponry
Pretty cool firepower so far. The Shou Ji is by far the best-although the P99A is also pretty good as an 'assassin' weapon for its concealability.
Sun, 2010-09-19 18:41
#3
Re: Hypercorp Weaponry
Medium Pistols: Once again, these run the range from beam to spray to exotic, but they're all around the size and heft of a medium pistol.
The Experian Shard Pistol: This is a neat little gun...very specialized, but useful if you're going diving or visiting one of those aqua-habs that uplifted octos and dolphins have set up. It was designed as a lark by some Experian metaceleb. You may have heard of him: The Great White Hunter. The idea is he goes to strange places and kills stranger animals for fun. I don't get it, myself, but whatever. The Shard Pistol was designed to operate in a underwater environment, with the main part of the gun forming a kind of revolver-ish center. The chambers fill with water and then a laser cooling system flashes them into shaped ice, sharpened by the barrel as they are propelled out by compressed nitro into a near mono-edge. The edge lasts a few seconds, but the shards are streamlined to zip through water real quick. Now, we've yet to find an exoplanet with sufficiently large aquatic animals for the Great White to go and kill with local water, but replicas of this gun are around for people who like exotic weapons. Armor pen sucks. Damage sucks. But it LOOKS cool. Also great for getting ice at parties.
Special: The Shard pistol is 'reloaded' by dunking it under water. If you are under water, it can snap cool and fire ice shards pretty fast. The practical upshot is a gun that almost never runs outta ammo, and the batteries are damned long lasting. However, the compressed nitro-tank and laser cooling systems make this thing heavy and bulky, wherein most modern pistols are feather light and small. Impart an additional -10 penalty to firing while moving. Gyrostablizers remove the EXTRA penalty.
Special Add On: Arm Brace (Trivial). The Arm Brace works the gun into a specially made brace along your arm, removing the penalty imparted by it's bulk.
Skill: Exotic Weapon (Shard Pistol)
AP: +1
DV: 1d10+3
Firing Modes: SA
Ammo: 6 (Ice rounds), 600 'freezes'.
Heavy Pistols: These are the big bad boys of the pistol market.
Omnicor Obliterator: The Obliterator. It's just fucking fun to say. This gun is huge, and it's only got one shot. But then again, you only need one shot when you're firing an anti-matter round. The Obliterator was rushed out during the Fall to try and put a frantic dent on TITAN machines that walked through railgun rounds like they were fucking raindrops. The Obliterator is now so illegal that even Mesh browsing about one will get you tagged, and owning one is usually worth personality editing. I guess they figure anyone who wants one has to be crazy. Heh, sometimes I wonder about my fellow sentinels...
Specials: The Obliterator is a highly restricted gun. Researching about it will get local police A.Is tagging you, though being circumspect can mitigate that somewhat. The gun itself is fairly mundane: A single huge chamber that holds what amounts to a micromissile crossed with a magnetic containment chamber. However, Obliterator AMMO is dangerous though. If you drop a micromissile, or it is otherwise damaged, roll against your Moxie X 3. If you fail, the magnetic chamber breaches and the missile explodes.
Skill: Seeker Weapon
AP: -8
DV: 5d10+15 (Uniform Blast of 5 meters)
Firing Modes: SS
Ammo: 1
MS-Shade: This is a sexy pistol. Sleek and collapsible into what looks like a dominatrix baton, the Shade is the Medusa Shield's pride and joy. When an ego has adapted to the unique combination of sex appeal and deadliness that you have to have for the Shield, they're given the right to hold their own Shade. So most are tricked out almost as much as an anarchist gun, but the baseline gun is already got enough toys to make any gunbunny wet themselves. Smartlinked, gyro-stablized, image enhancers, folding stock for round the corner shooting, side mounted coilgun for mini-missile launcher, a subsonic under-slung dart gun, capacity for the special brand DA-Tracers smartrounds (ya know, shoot once, then every other shot follows). And, of course, it's got a tiny little red button self destruct. Classy.
Special: The Shade has all the mods listed above, as well as a small self destruct. Really, it's nothing special, it simply detonates the ammo contained within the gun, which is usually enough to remove evidence that the Shield was in the place...not much forensics can glean from a few fragments of plastic. If you are holding the Shade when it goes off, take 2d10 damage. Any wounds you take apply directly to that hand or anything else the Shade is near. The gun can bend at a forty degree angle, though that only allows the use of darts or micro-missiles.
Skills: Kinetic/Seeker Weapon
AP: -1 (Dart), -4 (Pistol), Variable (Micromissile)
DV: 1d10/2 + Sleeping Toxin (Dart), 2d10+5 (Pistol), Variable (Micromissile)
Firing modes: SA (dart), SA/BF (Pistol), SA (Micromissile)
Ammo: 12 Darts, 24 (Pistol), 6 (Micromissiles)
Special Ammo: DA-Tracers. The first tracer in a magazine is bug round. If you hit with that, you get a +10 to every other Tracer you fire from there, and can shoot around corners to a limited degree.
Mon, 2010-09-20 13:33
#4
Re: Hypercorp Weaponry
Sub-Machine Guns: Not quite a rifle, not quite a pistol, these small scale weapons are good for tactical actions and close quarters combat.
Sifter Piton Gun: Sifter miners on Mercury are a curious lot. Always moving, and yet fearsomely connected to their land. Wildly independent, and yet forced to survive by trading with hypercorp stoogies. But, like all people, they sometimes need to use weapons. And like most people trapped in desperate situations - and I'd be lying if I said mining on Mercury was anything but a desperate situation - they make do with what they have. The Piton Gun is a small railgun, really, that fires metal spikes that are attached to a spool of grapheme chain - the same stuff we use for space elevators. You fire a series of these into anything and can make a ladder - or tie it to a heavy lifter and carry whatever you've stuck away. Or, in the case of murder, shoot, then retract to yank someone off their feet. Now, why is this in the Hypercorp weapon list? Well, more than a few corporate dustups have been pinned on Sifters thanks to the use of these ubiquitous weapons...even if the closest sifter was hundreds of clicks away.
Special: The Piton gun spikes are connected with a Dur 20, Armor 20 cable that can be detached with a button above the trigger, spooled back in with a button on the off hand's handle. If you spool back while a pinton is stuck into the target (a quick action if you use the button, a free action if you're smartlinked with the gun), then the target must make a SOM x 3 check to remain standing. Apply a -10 penalty for every extra pinton you have stuck in your target. If the target passes the test, then the pintons rip out, dealing an extra 1d10 damage on their way back home. This has a chance of clogging your gun (Roll against MOX x 3. If you succeeded, your gun has become clogged)
Skill: Kinetic Weapon
AP: -9
DV: 1d10+5
Firing Modes: SA
Ammo: 10 (50 feet of spool each)
ConSec-USR: The Constellation Security Utility Service Rifle. Areostats are a special case for combat environments. Most of them are made of lightweight materials, with the most toxic atmosphere in the solar system floating outside. So, you need a gun that can simultaneously avoid putting holes in the wall - and potentially ruin some fancy, voting Vesuvian mucky muck - while still being able to deal with rioting indentures or other criminal scum. And so, the USR is a duel purpose gun. One barrel fires capsule bullets stuffed full of fast acting foam agents, reacting to movement. So the more you struggle, the faster they expand and make you nothing more than a puffy, soon to be incarcerated marshmallow. The lower barrel fires what amounts to a fancy taser. Most Synths are hardened against stun effects, but if you manage to get a called shot to the cyberbrain, this thing can knock them out cold with out actually killing them. Usually.
Special: If a target is struck with foam bullets and does not know their effect, then, for every 10 MOS on their fray test to try and remove the foam, they are immobilized 1 action turn faster. If they make a WILL x 3 check to not resist the foam, then it takes a 6 action turns for the foam to immobilize them. This lets them do small actions - like, say, pulling a trigger, aiming a gun slightly, or speaking - for just a bit longer. The underslung launcher does stun damage to biomorphs and pods, but a called shot to the cyberbrain of any synth will act as a Disabler. The effect is very disturbing to a synth, though, and imparts 1d10/2 Stress Points.
Skill: Kinetic Weapon
AP: -
DV: - (see special)
Firing Modes: SA/SS (The stunner needs to be spooled back in for every shot)
Ammo: 20 foam balls
ComEx Room-sweeper: These are only used for ships that have to go through dangerous areas of the system. It's an effective little ship cleaning gun, and thus, has been spotted with the DA - though they made their own version, which literally just has a different paint job - and the MS, not to mention with pirates, mercs and various other ner-to-do-wells. The room-sweeper is specially designed to track moving targets in an enclosed area, with a swiveling barrel loaded with self launching flechette sabots. Very handy in a chaotic environment. Also, comes with a drum magazine for that retro charm.
Special: The tracking barrel targets movement, meaning that a target takes a -10 penalty to their fray checks. Also, when tied into a tac net, you can re-roll critical misses to avoid hitting a friendly target. Unfortunately, if you roll a hit on this re-roll, it simply means that you DIDN'T hit something valuable - like a friend, the window, an explosive, whatever. It does not mean that you suddenly hit the guy you were aiming at.
Skill: Spray Weapons
AP: -5
DV: 2d10+5
Firing Modes: SA, BF, FA
Ammo: 50 sabots in the drum magazine, 25 in the standard.
Mon, 2010-09-20 18:30
#5
Re: Hypercorp Weaponry
What about a surveillance gun? Even the Consortium admits not all places are nice and safe (yet), and citizens sometimes need security local security corps cannot provide well enough. Hence the Aleco self-defence Witness: a fairly ordinary pistol, but equipped with a laser sight, safety system and tracking suite. The tracking suite logs the location and state of the pistol with local police, and when the pistol is drawn it alerts law enforcement and starts recording and transmitting everything going on around it. Usually equipped with bug or zap bullets.
—

Mon, 2010-09-20 19:46
#6
Re: Hypercorp Weaponry
I like this idea. Lemmi update the light pistols.
Mon, 2010-09-20 20:12
#7
Re: Hypercorp Weaponry
What I got from this was that it was a bug for the Consortium to keep track of you. An incredibly obvious bug, to be sure, and probably one that is better off being ditched *fast*.
Tue, 2010-09-21 03:34
#8
Re: Hypercorp Weaponry
Sure, it is a bug. A bug you actually get in order to have somebody keep an eye on you. Being able to prove that you used the weapon in self defence is pretty useful.
—

Tue, 2010-09-21 09:01
#9
Re: Hypercorp Weaponry
An idea for weaponry (unfortunately, I'm not much familiarized yet with the damage/gear system to have any confidence with statting-so I decide to leave the ideas here for you).:
An adaptation of the 'Auger' (http://www.resistanceunion.com/weapons/auger.html) from 'Resistance: Fall Of Man'. It probably is an experimental hypercorp design that doesn't gets much use except against heavily-armored morphs, anti-sniper operations and the occasional sadist that fires into a crowd.
A railgun that, through some means (a multi-stage penetration round, heavily-modified rail launcher system and designator or something) actually manages to get more destructive the more targets it goes through (first target gets hit like it had been a Heavy Pistol shot, then next target like Automatic Rifle, then next target like Sniper Rifle). It has a pretty short range for a railgun (and firing it inside a habitat is just plain nuts), but it does its job.
The other is an adaptation of the 'Bullseye' rifle (http://www.resistanceunion.com/weapons/bullseye.html). This rifle is pretty much made to fire Homing Smart Ammo, and is hands-down one of the best weapons on the market (so far) when you want to use Homing Smart Ammo or DA-Tracers.
The third is the Hedgehog Grenade (http://www.resistanceunion.com/weapons/hedgehog-grenade.html). Not used (legally) by police groups, used widely by criminal and terrorist groups. Imagine getting hit with something like the Sifter Piton Gun. Now imagine getting hit by pitons propelled at you at higher speeds, with a (mild) concussion wave and miscellaneous shrapnel on top of that.
Thu, 2010-09-23 23:39
#10
Re: Hypercorp Weaponry
Assault Rifles: These are the military grade weapons, through and through.
PC-MGR: The Planetary Consortium Military Grade Rifle is actually a catchall term for the planetsized hunk of munitions and guns we cranked out during the fall to use on ourselves and on the TITANS and on everything that looked at us funny. Over the past ten years, the variants and models that didn't work were phased out, while those that survived their tours of duty in different rough spots were refined...and we end up with a shockingly low tech gun. Really, the MGR only exists to kill things. It can kill them even if it's completely knocked out - electronically. It's got iron sights, a slot to attach a monomolecular bayonet and it makes a damn fine club. This might have been paranoia about TITANs taking over our guns or something, but it does make something that's surprisingly durable, cheap and effective.
Special: The MGR can be retrofitted with a smart link system, but if you do so, you lose the fact that the gun is impossible to trace with wireless or electric sensors. It's only identifying tag is a number etched on the side. The gun can also be used as a club or a bladed weapon, assuming you have a bayonet. Speaking of that...
Special Add On: Stealth MGR. This MGR is made by criminals or by special forces operatives for the Consortium. It is constructed out of advanced metamaterials that make it nigh undetectable by most sensors (-30 to discovery)
Special Add On: Monomolecular Bayonet. Not sure what they were thinking, making this an anti-TITAN gun with a bayonet. But if you like that old school feel, or if you just...really need to kill something even if you're out of ammo, you can stick this foot of monomolecular metal on the end of your gun and get a bit of stabby action in.
Skills: Kinetic Weapons, Clubs, Blades
AP: - (club), -4 (bayonet), -9 (Rifle)
DV: 1d10+(MB), 1d10+2+(MB), 2d10+8
Firing Modes: SA or BF
Ammo: 45 (Can only use regular or AP rounds)