These weapons were made for Mothership from Tuesday Knight Games. The corporations and governments that created these weapons come from my setting (The Sparse).
I made these with the primary goal of giving flavor to the warfare of the setting. So I would recommend using these as loot with limited ammo rather than things for them to buy. Although my next thought is about creating a weapon mod system… Perhaps that will be the next thing I work on.
Normal Weapons:
Normal weaponry uses one of two methods of accelerating bullets into their targets. The primary method is a conventional gunpowder bullet. The secondary method is pressurized gas built into the bullets. This method is less powerful but it is easier to calculate and design compensation for the recoil to the user (Very useful in Zero-G).
Pistols:
- Loki Holdout (Asgard): A holdout weapon, easily hidden under a shirt or inside a pocket.
- Martian Smart Pistol (Mars): Identifies and scans targets, bringing up data on HUDs.
Revolvers:
- Lunar Handcannon: A larger revolver. That’s it. It’s a really big revolver.
Submachine Guns:
- Mars Crossfire Pattern SMG: Coordinates firing patterns with other networked Crossfire Pattern SMGs.
Rifles:
- High-Velocity Lunar Rifle: A high-velocity rifle that increases kickback, but also increases damage.
Shotguns:
- Martian Proximity Sweeper: Slugs fired from this gun explode when they near their target, increasing the effective range.
- UEG Model I-21 "Sawn-Off": A single-handed shotgun. Not actually a normal shotgun with a sawn-off barrel.
- Rocket Blaster (Luna): Not so much a shotgun as a mobile rocket engine. When fired within 5m of the target, the target (And anyone else nearby) has their skin burned off. The wielder is thrown back.
- Middelen B-39 Disposable Shotgun: Fire and Forget. Sometimes found in vending machines.
Snipers:
- R-901 Battle Rifle (UEG): This sniper can engage a secondary firing mode that acts as an assault rifle. Very popular among black-ops agents.
- Odin's Foresight (Asgard): The scope has advanced predictive algorithms that allow it to show the near future as "ghost" images to the sniper. Although the chaos of battle quickly renders them all but useless.
- Lunar Orbital Sniper: Using miniature rocket engines attached to the bullets this sniper’s range is increased by quite a ways. Additionally, this sniper is capable of being guided through orbital mechanics, allowing it to be shot from the moon or other low gravity planets and into space, or on higher gravity planets, past the horizon.
Rail Weapons:
These weapons work by accelerating metals to extremely fast speeds via magnets. They are built into many ships, although only The Mars Coalition, Middelen, and Asgard Incorporated create handheld versions (Coil weapons are the rapid-fire variant).
Middelen Resource Weapons: Middelen makes a range of rail weapons which can fire quite literally anything that you put in them. (DMG varies based on ammo, everything else is the same as the base type)
Coil Rifles:
- Martian X-16 coil rifle: More efficient capacitors and higher-powered magnets lead to a larger clip size and more devastating firepower.
- Thor's Bolt (Asgard): Each shot is energized before it is fired. Giving it a stunning effect.
Thermal Weapons:
These weapons fire superheated masses of material. Only Mars has created a handheld version. Helion Industrial has created a man-portable thermal weapon, although it requires an attached back-mounted power supply.
“Rifles”:
- Martian Plasma Rifle: The first, and most advanced, thermal weapon.
- Helium Fusion Rifle (Helion): The Helium Fusion Rifle from Helion Industrial is the first commercially available thermal weapon. Bulky, unwieldy and ridiculously expensive, it’s shunned by most people with experience with weapons. Its one saving grace is the “Autofire” mode. Which transforms the regular blast of superheated gas into an arc of death.
Melee weapons:
Mono-blades:
Mono-blades take advantage of new manufacturing methods to make the edge almost a singular atom thick. This makes them very good at slicing through things, like bone.
Thermal weapons:
Thermal weapons heat up to very high temperatures, allowing them to melt through objects. Other than those made on Mars, they have a high chance of malfunction or component damage after long periods of use.
Chain-weapons:
Chain weapons take large and ridiculous to another level. Instead of a single blade, they have a bladed chain that is moved around where the blade would be at high speeds (A chainsaw).
Swords:
- Space Marine Chainsword (Middelen): Having acquired the ancient games company “Games Workshop” Middelen sells a line of Chain weapons with designs taken from their setting. As these were created by artists rather than engineers, they are worse than standard chain weaponry.
Blast-weapons:
Not exactly elegant, blast weapons are just like normal weapons. Until they sense an impact. Then they fire off a high powered explosion directed towards the object impacted. This does lose the benefit of not requiring ammo, although in a trade-off for power and surprise. Most, other than those created by the Mars Coalition, are very likely to injure the wielder as well as the target.
WEAPON
|
COST
|
DMG
|
CRIT
|
S
|
M
|
L
|
SHOTS
|
SPECIAL
|
Pistol
|
700
|
2d10
|
|
2
|
30
|
125
|
10
|
|
Loki Holdout (Asgard)
|
800
|
2d10
|
|
2
|
30
|
125
|
4
|
A holdout weapon, easily hidden. +20 to hiding the weapon or -20 to finding the weapon
|
Martian Smart Pistol (Mars)
|
900
|
2d10
|
|
2
|
30
|
125
|
10
|
Smart-link system: +5 Combat if wearing HUD. Scanning System: After first shot on a target, you learn: If the target's armour save is lower than yours OR if the target has less health than you.
|
Revolver (As PSG)
|
750
|
3d10
|
Knock-down
|
2
|
30
|
125
|
8
|
Kineti-slugs: -5 vs. Armour Save
|
Lunar Handcannon
|
1000
|
4d10
|
Knock-down
|
2
|
30
|
125
|
8
|
Kineti-slugs: -5 vs. Armour Save
|
SMG (As PSG)
|
1,200
|
4d10
|
|
10
|
75
|
150
|
1(5)
|
Fully Automatic
|
Mars Crossfire Pattern SMG
|
1,400
|
4d10
|
|
10
|
75
|
150
|
1(5)
|
Fully Automatic Smart-link system: +5 Combat if wearing HUD. Crossfire System: When you make an attack with this SMG other SMGs of the same make gain a +10 to attack the same target (Until the end of the round)
|
Rifle
|
1,600
|
5d10
|
Double DMG
|
15
|
125
|
300
|
1(3)
|
Fully Automatic Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades.
|
High Velocity Lunar Rifle
|
1,950
|
7d10
|
Double DMG
|
15
|
125
|
300
|
1(3)
|
Fully Automatic Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades. If you fire this weapon 2 times in the same turn you take a -5 to your second attack roll
|
Combat Shotgun (As PSG)
|
1,400
|
2dx10
|
Knock-down
|
10
|
20
|
30
|
4
|
Knockback Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range. Audio Rangefinder: beeps when non-friendlies approach within 10m.
|
Martian Proximity Sweeper
|
1,600
|
2dx10
|
Knock-down
|
20
|
30
|
40
|
4
|
Smart-link system: +5 Combat if wearing HUD.
Knockback Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range. Audio Rangefinder: beeps when non-friendlies approach within 10m.
|
UEG Model F-16 "Sawn-Off"
|
1,450
|
2dx10
|
Knock-down
|
10
|
20
|
30
|
4
|
Knockback Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range. Audio Rangefinder: beeps when non-friendlies approach within 10m. Can be used with one hand
|
Rocket Blaster (Luna)
|
1,800
|
Special
|
Knock-down
|
10
|
20
|
30
|
5
|
Knockback Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range. Audio Rangefinder: beeps when non-friendlies approach within 10m. When fired within 5m of the target, the target (And anyone nearby) has their skin burned off. The wielder is thrown back (10m in earth-like gravity, 30m in low gravity, 50m in Zero-G (although will continue to travel unless they stop themselves)). If they are in earth-like gravity or are stopped by something they take 5d10 damage.
|
Middelen B-39 Disposable Shotgun
|
100
|
2dx10
|
Knock-down
|
10
|
20
|
30
|
4
|
Knockback Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range. Audio Rangefinder: beeps when non-friendlies approach within 10m. Cannot be reloaded
|
Sniper Rifle
|
11,500
|
1dx10
|
x3 DMG
|
25
|
200
|
500
|
12
|
Armour Piercing: -10 vs. Armour Save.
|
Martian Smart Rifle (As PSG)
|
12,000
|
1dx10
|
x3 DMG
|
25
|
200
|
500
|
12
|
Armour Piercing: -10 vs. Armour Save. Smart-link system: +10 Combat if wearing HUD. Spectroscope: Night/Thermal Vision.
|
R-901 Battle Rifle (UEG)
|
12,000
|
1dx10
|
x3 DMG
|
25
|
200
|
500
|
12
|
Armour Piercing: -10 vs. Armour Save. Alternate form, swap with an action: 5d10 DMG, 10/125/300, Fully Automatic
|
Odin's Foresight (Asgard)
|
13,000
|
1dx10
|
x3 DMG
|
25
|
200
|
500
|
12
|
Armour Piercing: -10 vs. Armour Save. Smart-link system: +10 Combat if wearing HUD. Spectroscope: Night/Thermal Vision. Foresight: +30 Combat outside of combat, +5 Combat in combat
|
Lunar Orbital Sniper
|
20,000
|
1dx10
|
x3 DMG
|
30
|
400
|
As Gravity allows
|
12
|
Armour Piercing: -10 vs. Armour Save. Smart-link system: +10 Combat if wearing HUD. Spectroscope: Night/Thermal Vision.
|
Rail Pistol
|
900
|
3d10
|
|
2
|
30
|
125
|
10
|
|
Coil Rifle
|
1,800
|
6d10
|
Double DMG
|
15
|
125
|
300
|
1(3)
|
Fully Automatic Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades.
|
Martian X-16 Coil Rifle
|
2,200
|
8d10
|
Double DMG
|
15
|
125
|
300
|
1(5)
|
Fully Automatic Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades.
|
Thor's Bolt (Asgard)
|
2,000
|
6d10
|
Double DMG No Save.
|
15
|
125
|
300
|
1(3)
|
Fully Automatic Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades. Body Save or stunned for 1 round.
|
Rail Rifle
|
20,000
|
1dx10 +1d10
|
x3 DMG
|
30
|
300
|
500
|
12
|
Armour Piercing: -10 vs. Armour Save. Smart-link system: +10 Combat if wearing HUD. Spectroscope: Night/Thermal Vision.
|
Martian plasma Rifle
|
N/A
|
1dx10+3d10
|
Kills the target
|
10
|
75
|
150
|
3
|
Can deal 1 MDMG to ships. Can cut through airlock doors.
|
Helium Fusion Rifle (Helion)
|
100,000
|
1dx10+1d10
|
Kills the target
|
10
|
75
|
150
|
3
|
Can deal 1 MDMG to ships. Can cut through airlock doors. -10 to Combat. Fully Automatic Mode: Spend 2 actions to fire all 3 shots.
|
Mono-Knife
|
50
|
1d10
|
+1d10 DMG and bleeding
|
CQC Only.
|
N/A
|
|
Mono-Sword
|
75
|
2d10
|
Hacks off limb
|
CQC Only.
|
N/A
|
Can hack through limbs or dense forestry but not metal doors, airlocks, etc.
|
Mono-Axe
|
90
|
3d10
|
Hacks off limb
|
CQC Only.
|
N/A
|
|
Thermal Knife
|
75
|
2d10
|
+2d10 DMG
|
CQC Only.
|
N/A
|
Heat Emitter: Cuts through airlocks/heavy doors. -5 vs. Armor Save. Component Damage: If you roll a crit roll 1d5, on a 4-5 this weapon breaks.
|
Martian Thermal Knife
|
100
|
2d10
|
+2d10 DMG
|
CQC Only.
|
N/A
|
Heat Emitter: Cuts through airlocks/heavy doors. -5 vs. Armor Save.
|
Thermal Sword
|
90
|
3d10
|
Hacks off limb
|
CQC Only.
|
N/A
|
Heat Emitter: Cuts through airlocks/heavy doors. -5 vs. Armor Save. Component Damage: If you roll a crit roll 1d5, on a 4-5 this weapon breaks.
|
Martian Thermal Sword
|
120
|
3d10
|
Hacks off limb
|
CQC Only.
|
N/A
|
Heat Emitter: Cuts through airlocks/heavy doors. -5 vs. Armor Save.
|
Thermal Axe
|
110
|
4d10
|
Hacks off limb
|
CQC Only.
|
N/A
|
Heat Emitter: Cuts through airlocks/heavy doors. -5 vs. Armor Save. Component Damage: If you roll a crit roll 1d5, on a 4-5 this weapon breaks.
|
Chainsword
|
140
|
5d10
|
Hacks off limb
|
CQC Only.
|
N/A
|
Can hack through limbs or dense forestry but not metal doors, airlocks, etc.
|
Space Marine Chainsword
|
100
|
5d10-1d5
|
Hacks off limb
|
CQC Only.
|
N/A
|
Can hack through limbs or dense forestry but not metal doors, airlocks, etc. -5 to Combat
|
Mono-Axe
|
160
|
6d10
|
Hacks off limb
|
CQC Only.
|
N/A
|
Can hack through limbs or dense forestry but not metal doors, airlocks, etc.
|
Blast Sword
|
300
|
1dx10
|
+1d10 DMG and bleeding and blows off a limb
|
CQC Only.
|
4
|
Backfire: On every attack roll 1d5, on a 4-5 you take 5d10 DMG. Can deal 1MDMG.
|
Martian Blast Sword
|
500
|
1dx10
|
+1d10 DMG and bleeding and blows off a limb
|
CQC Only.
|
4
|
Backfire: On every attack roll 1d10, on a 9-10 you take 5d10 DMG. Can deal 1MDMG.
|