Knightsaber Weapons
Sylia said I could show you around the armoury for a bit while she works out what we can spare. The Hardsuits are normally our first means of attack, which means we tend to outfit them with some pretty tasty close combat weapons. When you're that close to a Boomer, you want to take it down as soon as you can, because they tend not to give you a secod chance to hit them.
Weapon |
Acc
|
Dam
|
Pen
|
Qual
|
Relia
|
Shots
|
Clip
|
Type | Attributes |
Knuckle Bomber |
90
|
15
|
90
|
A
|
98
|
1
|
5
|
Close Combat, Melee Powered | Noisy, Kinetic Blowback, Armour Piercing, No Reload |
Leg Bomber |
85
|
16
|
90
|
A
|
98
|
1
|
10
|
Close Combat, Melee Powered | Noisy, Kinetic Blowback, Armour Piercing, No Reload |
Laser Sword |
95
|
13
|
80
|
A
|
98
|
N/A
|
N/A
|
Close Combat, Melee Powered | Armour Piercing, Silent, Retractable |
Ribbon Cutters |
90
|
10
|
90
|
A
|
98
|
N/A
|
N/A
|
Close Combat, Melee Powered | Armour Piercing, Silent, Flexi-Attack |
Rocket Kick |
85
|
10
|
80
|
N
|
98
|
N/A
|
N/A
|
Close Combat, Melee Powered | |
S-Mines |
*
|
20
|
K
|
A
|
98
|
1
|
3
|
Placed | Kinetic Blowback |
Knuckle Guard |
90
|
16
|
90
|
A
|
98
|
N/A
|
N/A
|
Close Combat, Melee Powered | Noisy, Kinetic Blowback, Armour Piercing |
Laser Beam |
90
|
7
|
60
|
N
|
98
|
5
|
N/A | Medium, Energy | |
Hardsuit Railgun |
80
|
12
|
75
|
A
|
98
|
2
|
N/A | Long, Projectile | Kinetic Blowback |
The Motoslaves have a different set of weapons, and pretty much all of them are for longer range work. Some of the stuff Sylia has come up with here is pretty scary, but I doubt you'll be getting a chance to use much of it, Priss tends to destroy most of the stuff before the rest of us even get to test it out!
Weapon |
Acc
|
Dam
|
Pen
|
Qual
|
Relia
|
Shots
|
Clip
|
Type | Attributes |
Machinegun |
75
|
5
|
50
|
A
|
85
|
5
|
20
|
Medium, Projectile | Noisy |
Minigun |
70
|
8
|
60
|
A
|
65
|
5
|
10
|
Medium, Projectile | Noisy, Large |
Vulcan Cannon |
65
|
10
|
75
|
A
|
55
|
5
|
5
|
Long, Projectile | Noisy, Large, Extra Recoil, Kinetic Blowback |
Rockets |
75
|
15
|
75
|
N
|
98
|
2
|
10
|
Medium, Ballistic | Noisy, Blast, Extra Recoil, Kinetic Blowback |
Heavy Rockets |
75
|
20
|
80
|
N
|
98
|
N/A
|
N/A
|
Medium, Ballistic | Noisy, Blast, Extra Recoil, Kinetic Blowback |
Energy Beam |
80
|
30
|
90
|
A
|
98
|
1
|
3
|
Extreme, Energy | Armour Piercing, No Reload |
Cannon |
70
|
15
|
70
|
N
|
98
|
2
|
6
|
Long, Ballistic | Noisy, Kinetic Blowback |
Hand Cannon |
70
|
17
|
70
|
N
|
98
|
2
|
6
|
Short, Ballistic | Noisy, Kinetic Blowback |
Railgun |
85
|
20
|
90
|
A
|
98
|
1
|
5
|
Extreme, Projectile | Noisy, Kinetic Blowback, Extra Recoil, Armour Piercing, Heavy, Large, Movement Restriction |
Anti Tank Gun |
75
|
25
|
98
|
A
|
85
|
1
|
5
|
Extreme, Ballistic | Noisy, Kinetic Blowback, Extra Recoil, Armour Piercing, Heavy, Large, Movement Restriction, Blast |
MSX 01 Cannon |
98
|
50
|
98
|
A
|
98
|
1
|
N/A
|
Orbit, Energy | 1 Shot Weapon, Kinetic Blowback, Armour Piercing, Heavy, Large, Movement Restriction |
The S-Mines need to be placed in order for them to do damage. Easier said than done!
Noisy: Use this, and people will know about it!
Extra Recoil: The weapon may recoil so badly that your aim is spoilt or you get knocked over. A successful Tough check keeps the weapon steady, a failure means you lose your aim, and a critical failure means you either drop the weapon or fall over.
Kinetic Blowback: The target is flung backwards by the force of the weapon's impact.
Movement Restriction: You need to stand still to fire.
Armour Piercing: The target's Armour Value is halved by the attack.
Blast: The weapon has an area of effect.
Flexi-Attack: Gives a +10% bonus when trying to entangle or disarm.