Plasma Pistols:
Plasma Pistol (Common)
Detail:
- Semi-automatic energy pistol that fires packets of superheated plasma, hold down the trigger, then release to fire a tracking overcharge shot with an EMP effect that will disable vehicles and knock out shields.
- Energy Cost: 3
Spitfire (Uncommon)
Detail:
- Improved Plasma Pistol with faster rate of fire and reduced heat generated per shot.
- Energy Cost: 3
Void’s Tear (Rare)
Detail:
- Superheating exotic nuclear isomers is pure folly, but it was done with the best of intentions. Advanced Plasma Pistol with overcharged shots that create an unstable gravimetric vortex at point of impact, pulling in nearby objects, then exploding.
- Energy Cost: 4
Railguns:
Railgun (Common)
Detail:
- Powerful single-shot coilgun that requires a short charge cycle before firing
- Energy Cost: 4
Whiplash (Uncommon)
Detail:
- Improved Railgun featuring a faster charge cycle, multiple shots per magazine, and projectiles fitted with proximity airburst fuses.
- Energy Cost: 4
Arclight (Rare)
Detail:
- Advanced Railgun firing armor-piercing high-explosive (APHE) projectiles. Shots take longer to charge but can be held indefinitely.
- Energy Cost: 5
Rocket Launchers:
Rocket Launcher (Uncommon)
Detail:
- Can fire two missiles per magazine, lock on to air targets using Smart-Link before firing
- Energy Cost: 6
Ad Victoriam (Rare)
Detail:
- Improved Rocket Launcher that fires two additional missiles in a V pattern with each shot. All three missiles can be laser-guided when using Smart-Link and feature an airburst proximity fuse.
- Energy Cost: 6
High Five (Ultra Rare)
Detail:
- Advanced Rocket Launcher loaded with experimental submunition ammo. Each shot unleashes five Hydra mini-missiles that will lock on to ground and air targets.
- Energy Cost: 7
SAWS:
SAW (Common)
Detail:
- Rapid-fire light machine gun with a large ammo capacity.
- Energy Cost: 5
Appetite for Destruction (Uncommon)
Detail:
- Raze everything to the ground. Improved SAW fitted with a high capacity drum magazine.
- Energy Cost: 6
The Answer (Rare)
Detail:
- Inquiring sentients want to know. Advanced SAW with slightly lower rate of fire, but each projectile has a proximity-fused high explosive warhead.
- Energy Cost: 6
Scattershots:
Scattershot (Rare)
Detail:
- Short-range semi-automatic energy shotgun. Energy projectiles ricochet off hard surfaces and exhibit homing behavior.
- Energy Cost: 4
Loathsome Thing (Ultra Rare)
Detail:
- Improved Scattershot with increased damage, faster rate of fire, and extended magazine.
- Energy Cost: 4
Didact’s Signet (Legendary)
Detail:
- Advanced Scattershot that fires fast-moving, long-range projectiles with stronger homing behavior after ricochets
- Energy Cost: 5
Shotguns:
Shotgun (Common)
Detail:
- Short-ranged semi-automatic Shotgun. Get up close and personal to maximize damage.
- Energy Cost: 3
Lawgiver (Uncommon)
Detail:
- Dura lex, sed lex. Improved Shotgun with increased damage, accuracy, and rate of fire.
- Energy Cost: 3
Blaze of Glory (Rare)
Detail:
- Advanced Shotgun with Forerunner mechanism to fire fast-moving hardlight projectiles with extra range and anti-vehicle effect
- Energy Cost: 4
Oathsworn (Ultra Rare – Mythic)
Detail:
- Mythic Shotgun with increased damage, accuracy, and rate of fire, The user’s movement speed is also increased while Oathsworn is equipped.
- Energy Cost: 5
Sniper Rifles:
Sniper Rifle (Uncommon)
Detail:
- Semi-automatic multi-role heavy rifle with variable-zoom 4x/9x optics, Best used at long range in conjunction with Smart-Link
- Energy Cost: 6
End of the Line (Rare)
Detail:
- Improved Sniper Rifle with reduced recoil, but emphasis on faster rate of fire has slightly reduced damage.
- Energy Cost: 6
Arrow of Time (Ultra Rare)
Detail:
- There’s no going back. Advanced Sniper Rifle with extended magazine and heavy-duty cyberlink that prevents descope. Unfortunately, the weapon does have extra recoil to compensate for.
- Energy Cost: 7
Nornfang (Legendary – Mythic)
Detail:
- Mythic Sniper Rifle firing high-explosive armor-piercing (HEAP) rounds that increase overall damage. In addition, Linda’s modifications ensure the Motion Tracker is visible even when using Zoom.
- Energy Cost: 7
Spartan Lasers:
Spartan Laser (Rare)
Detail:
- Anti-vehicle laser. Requires a short warmup time before firing
- Energy Cost: 5
Endgame (Ultra Rare)
Detail:
- Improved Spartan Laser with reduced charge time and additional battery capacity, but each shot does less damage.
- Energy Cost: 6
Selene’s Lance (Legendary)
Detail:
- Advanced Spartan Laser with reduced charge time, longer beam duration, additional battery capacity, and targeting laser does damage. Multiplayer balancing adds extra recoil.
- Energy Cost: 7
Storm Rifles:
Storm Rifle (Common)
Detail:
- Rapid-fire plasma rifle effective out to medium range when Smart-Link is engaged
- Energy Cost: 1
Suppressors
Suppressor (Common)
Detail:
- Fully automatic energy rifle effective at short range. Accuracy significantly improves when using Smart-Link.
- Energy Cost: 2
Turrets:
Chaingun Turret (Common)
Detail:
- Rotary autocannon.
- Energy Cost: 2
ONI Chaingun Turret (Ultra Rare)
Detail:
- When guile and stealth fail, the direct approach is often the best. Fires high-explosive dual-purpose (HEDP) rounds.
- Energy Cost: 5
Gauss Turret (Legendary)
Detail:
- Precision anti-tank coilgun.
- Energy Cost: 6
ONI Gauss Turret (Legendary)
Detail:
- ONI field operatives appreciate the precision and power of Gauss weapons. ONI Gauss cannon impacts produce lingering area-of-effect damage.
- Energy Cost: 6
Rocket Turret (Ultra Rare)
Detail:
- Fires high explosive missiles that can lock on to air targets
- Energy Cost: 5
ONI Rocket Turret (Legendary)
Detail:
- When it’s time to go loud, ONI accepts no substitutes. Fires missiles with both surface-to-air and surface-to-surface engagement profiles
- Energy Cost: 5
Plasma Turret (Rare)
Detail:
- Rapid-fire plasma cannon
- Energy Cost: 2
Splinter Turret (Rare)
Detail:
- Fires hardlight projectiles that break apart and detonate after impact
- Energy Cost: 3
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