<<Story>> (general concept)
Spoiler (click to show/hide):
In Pre-Cosmic year 2359, the many governments of the Earth joined together in a global pact of alliance, something many had deemed impossible for centuries. The main driving force behind this pact was the crippling over-population of the blue planet, to the point that such an alliance was needed to preserve humanity. This also necessitated a surge in scientific breakthroughs for survivalist goals, particularly in enabling the colonization of other worlds. Mars was first on the list, as it was the closest planet we had to Earth, both in literal and comparative meanings. Several planets outside the system followed not too long after, such as the aquatic planet Nimue, and the mineral-rich Gaia II.
In the process of their expansion among the stars, mankind also encountered other intelligent races. The first among them were the "Neo-Elves," named for their elf-like appearance and wisdom, followed by the Nekos, then the Kitsune, and so on...apparently, the one who translated all these races' names was a total nerd. Anyhow, humanity actually sought peace instead of war, and after some negotiations and treaty-signings, the many interstellar races joined together with the humans, in a federal body known as the Republic of Trans-Galactic Systems (RTGS). Since then, the RTGS has invited race after race to join, though allowing them to decline if they so choose.
The current year is 3469 PT (Post-Terrestrial). The RTGS had received word from the Dracolites of planet Wyrmadon that they wish to join, and an ambassador party was sent to them to seal the deal. However, less than a day after landing, contact with the ambassadors was lost, and the scouting party sent to look for them went MIA in the same fashion. Some speculate that the Dracolites attacked the ambassadors unprovoked, though without any concrete evidence of such, the Republic is unwilling to declare war.
Thus, the RTGS's elite military force, known as the Platinum Stilettos, has sent the carrier Sleipnir to investigate with better defensive options. The Galactic Congress feels uneasy sending just one ship, however, so they have also hired the PMC group known as the Interstellar Peace Corps (ISPC) to provide assistance. The ISPC joins up with their own carrier Izanami, and between the both of them, it would take an insanely-sized force to silence them as easily as the ambassadors...
In Pre-Cosmic year 2359, the many governments of the Earth joined together in a global pact of alliance, something many had deemed impossible for centuries. The main driving force behind this pact was the crippling over-population of the blue planet, to the point that such an alliance was needed to preserve humanity. This also necessitated a surge in scientific breakthroughs for survivalist goals, particularly in enabling the colonization of other worlds. Mars was first on the list, as it was the closest planet we had to Earth, both in literal and comparative meanings. Several planets outside the system followed not too long after, such as the aquatic planet Nimue, and the mineral-rich Gaia II.
In the process of their expansion among the stars, mankind also encountered other intelligent races. The first among them were the "Neo-Elves," named for their elf-like appearance and wisdom, followed by the Nekos, then the Kitsune, and so on...apparently, the one who translated all these races' names was a total nerd. Anyhow, humanity actually sought peace instead of war, and after some negotiations and treaty-signings, the many interstellar races joined together with the humans, in a federal body known as the Republic of Trans-Galactic Systems (RTGS). Since then, the RTGS has invited race after race to join, though allowing them to decline if they so choose.
The current year is 3469 PT (Post-Terrestrial). The RTGS had received word from the Dracolites of planet Wyrmadon that they wish to join, and an ambassador party was sent to them to seal the deal. However, less than a day after landing, contact with the ambassadors was lost, and the scouting party sent to look for them went MIA in the same fashion. Some speculate that the Dracolites attacked the ambassadors unprovoked, though without any concrete evidence of such, the Republic is unwilling to declare war.
Thus, the RTGS's elite military force, known as the Platinum Stilettos, has sent the carrier Sleipnir to investigate with better defensive options. The Galactic Congress feels uneasy sending just one ship, however, so they have also hired the PMC group known as the Interstellar Peace Corps (ISPC) to provide assistance. The ISPC joins up with their own carrier Izanami, and between the both of them, it would take an insanely-sized force to silence them as easily as the ambassadors...
<<Weapons>>
The new list of weapons was built with the idea of an "upgrade" to the old. Most firearms will have a secondary function, which works similarly to the classic Nintendo 64 shooter Perfect Dark: each one works as a toggle, and is meant to further specialize how the weapon can be used. Certain weapons from the old RP may take different forms (such as the Chainsaw Zweihander now being the Photon Zweihander), and the grenade types aren't quite as numerous, but the general concept of "upgrading" was still kept in mind.
You may notice that the weapons now have a star-based ranking next to them, as well. It's based on the classic 5-star model, and while Power and Accuracy ratings are meant more as a guideline than a precise measurement, the Range category indicates how far away your target can get, before your ability to hit it begins to suffer. Simply put, count one square from your position for each star, though bear in mind that the X on the Neutron Sniper's range indicates that it can strike from any distance, as long as you can see the target.
Also, veterans of the old RotP may find that energy weapons have limited ammo now. This is because the EN you had back then is now also used to recharge your weapons on the go, though certain "recharge stations" will be found that you can fully restore your EN at to balance things out. Your EN will still recharge over time, of course, so don't worry about running completely dry too much.
Spoiler (click to show/hide):
Handguns/sidearms
(NOTE: Unless otherwise stated, each handgun fires at a semi-automatic rate.)
Photon Pistol
The P400kJ Photon Pistol was among the first photon-based weapons to enter military service, and the Platinum Stilettos have made it their standard sidearm for general field ops. The handgun fires 100-kilojoule pulses of photonic energy straight forward, without any recoil that would otherwise hinder accuracy.
Secondary Mode: Charge Shot.
By holding the trigger for 1 turn, the next pulse will be amplified, at the cost of an additional pulse’s energy cost. The charge can be build up for up to 3 turns, allowing up to 4x normal power in one shot; however, attempting to hold the charge any longer will cause the gun to overheat, disabling it for 1 turn.
Number of shots per core (uncharged): 50.
Power: ***
Accuracy: ****
Range: ***
Deals Light-type damage.
Shot-Mag
The JD37 “Shot-Mag” magnum is the ballistic counterpart to the Photon Pistol, and is still in wide use even now. While lacking the higher firing rate of its twin – largely due to recoil – it is considerably stronger, especially against armor and flesh. Many units that wield an energy weapon as their main choice carry one of these as a backup.
Secondary Mode: Spread Shot.
The wide second barrel beneath the thinner main one is made specifically for this feature, in which all of the clip’s remaining rounds are discharged all at once, like a miniature shotgun blast. It also has a kickback appropriate for a shotgun, and is better used against single close-range targets, as opposed to targets at medium or long range.
Clip Size: 8 rounds. (Manual fire; roughly 2 shots per second.)
Power: ****
Accuracy: ***
Range: ***
Machine Pistol
The CMP290 Machine Pistol is just one step down from an SMG, trading the higher caliber ammunition for reduced recoil. When fired in controlled bursts, the weapon is very competent at medium ranges, though the resultant drop in accuracy makes it far less suitable for longer ranges.
Secondary Mode: Death Blossom.
When activated, this mode starts a countdown timer on the user’s HUD, giving them 5 seconds to throw the gun to the location of their choice, and take cover. The reason cover should be taken, is that when that 5-second timer expires, the gun will bounce itself around using spring-loaded “feet” on its casing, while expending its clip in a full-auto spray of randomized death. This is best used to ambush a group of infantry inside an enclosed area.
Clip Size: 50 rounds. (Full-Auto fire; roughly 15 shots per second.)
Power: ***
Accuracy: ***
Range: ***
Stun Pistol
While not that great for actual killing power, the Stun Pistol works wonders against mechanical targets like vehicles and drones, as well as being the safest bet for when the enemy must be subdued, but left alive. The downside? Its range is pretty lackluster, so you'll need to be relatively close for the full effect.
Secondary Mode: Charge Shot. This mode is almost identical to the charge feature of the Photon Pistol, except the Stun Pistol's Charge Shot increase EMP duration on mechanical targets.
Power: *** (dealing the final hit with this weapon will knock out the target instead of killing them.)
Accuracy: ***
Range: **
Needle Gun
The medic's Needle Gun is the only weapon built as much for healing as it is for killing. The former goal makes use of hyper-thin needles to administer tissue-regenerating medicine, while the latter use swaps the healing liquid out with a nasty cocktail of poisons.
Secondary Mode: Swap Chemicals. Highly doubtful that this would need explained...
Clip Size: 20 Needles.
Power: ***
Accuracy: ***
Range: ****
Automatic Guns (SMG, Assault Rifles, etc)
Photon Burst Rifle
The P500kJ Photon Burst Rifle is the most accurate automatic weapon around, even on full-auto fire. Like the Photon Pistol, this is due to its lack of recoil, though it also shares the same drawback on firepower. That said, its shots are twice as strong as a Photon Pistol shot, weighing in at 200 kilojoules per pulse. An excellent weapon to bring if you don’t know what ranges you’ll be fighting at.
Secondary Mode: Sustained Laser.
When active, this mode will trade the standard auto-fire pulses for a sustained beam of photonic energy. While excellent at melting through armor plating in a hurry, this feature can drain the entire core in 3 turns, if sustained for that long.
Number of shots per core: 150. (30 rounds per second)
Power: ***
Accuracy: ****
Range: ****
Deals Light-type damage.
Lunchbox Gun
A personal favorite among many infiltration units, the CI200 “Lunchbox Gun” gets its name from how it’s built to be disguised as a – you guessed it – lunchbox. However, when it swiftly unfolds into an SMG, the true lethality of this weapon is on full display: a beastly 40 RPS mows down any on-foot adversary unfortunate enough to be in its sights. However, this gun’s tactical abilities really shine with…
Secondary Mode: Hover Sentry.
When activated, the wielder disarms him/herself of this weapon, but only so that it can transform yet again, this time into a self-propelled aerial drone gun. The wielder can also move it manually via a control link on their HUD, though the constant signal required to do so demands that they not move even a step while doing so. It should also be noted that the gun is not invincible, and runs on whatever ammo was loaded into it in Sentry mode, though it can be re-acquired by the original wielder.
Clip Size: 200. (40 rounds per second)
Power: ****
Accuracy: ***
Range: ***
Draco Assault Rifle
The XM22 “Draco” assault rifle maintains classic functions, though at a much higher performance level than its XM20 “Super Wyrm” variant. While past forms often had only purely ballistic rounds, the shots fired from this rifle are encased in a thin sheath of electro-magnetic energy, giving them more edge on energetic shielding systems than your average bullet.
Secondary Mode: Grenade Launcher.
A tried and true assault rifle feature that works as well now as it has for centuries, but with more modern advancements improving its use. For example, this RPG launcher can fire Photon and Scrambler grenades, in addition to the standard fragmentation variety. The grenades still arc, however, so a degree of caution should be taken with aiming it.
Clip Size: 150. (30 rounds per second)
Power: ****
Accuracy: ***
Range: ****
Heavy/Specialty Weapons
Gatling Blaster MKII
An upgraded form of the iconic ion-scattering death machine, the Gatling Blaster (commonly omitting the “MKII” for shorter mentioning) has retained all of the features that made the MKI such a monstrous killer of infantry and light vehicles: high power, insane rate of fire, and easy mounting on either stationary or mobile turret emplacements. However, the MKII has received a quite dastardly trump card…
Secondary Mode: Proximity Detonation.
When this mode is activated, the Gatling Blaster is placed on the ground where enemies may consider taking it for their own; Platinum Stiletto technology is, after all, quite rare, and many a black marketer would like to reverse-engineer that tech. However, the moment anyone that the former wielder’s IFF system marks as “foe” gets close…BOOM! A white-hot cloud of ionized energy and shrapnel erupts from the spent weapon, sending anyone within 15 feet (about 4x4 squares) directly to Hell. Do not pass “Go.” Do not collect 200 credits.
Magazine Size: 500. (80 rounds per second)
Power: *****
Accuracy: **
Range: ***
Deals Light-type damage.
Plasma Shotgun MKIV
Due to a technical glitch with how the internal CPU calculates the charging process, the flawed MKIII version of the Plasma Shotgun has been replaced with a new, debugged model. Originally, the glitched internal systems had each charge level put greater density on the plasma discharge, causing the heat blast to travel farther and faster, but with a much smaller spread. The new version, however, has been re-programmed to instead fire the smaller level of spread uncharged, and increase the spread with each level of charge. The drawback is that it cannot alter its effective range, charged or otherwise.
Secondary Mode: None. With all the engineering put into just containing the gun's plasma, not much was left for anything else.
Shots per core (uncharged): 30.
Power: *****
Accuracy: *** (NOTE: Farther away enemies will have an easier time dodging the plasma cloud)
Range: **
Deals Heat-type damage.
Assault Shotgun
Shotties have never been the most far-ranged weapons, even with the transition to an energy variant. In cramped spaces, however, there is no better go-to weapon for those enemies that just refuse to say “die.” A spread of 12 pellets let loose all at once, combined with a merely average level of aim, will show the enemy that your boomstick is not to be trifled with. Its primary firing mode’s only drawback is the pump-action system’s low rate of fire…and to fix that…
Secondary Mode: Automatic Fire.
That’s right, this baby serves as both a pump-action and auto-shotty. The secondary function trades 4 of each shell’s pellets to fire them in rapid succession, about as fast as your average ballistic pistol. This feature is best used when moving from a tighter location to a more open area, where longer times between shots is more dangerous than the 4 pellets you sacrifice for that firing rate.
Clip Size: 12. (16 in Secondary Mode)
Power: ***** (NOTE: Weakens significantly at medium range)
Accuracy: ***
Range: **
Neutron Sniper Rifle
The energetic adaptation of the age-old sniping firearm has seen little improvement over the years, but only because it needed little improvement to begin with. The neutron energy of its shots are nuclear in nature, meaning that until it hits the ground, anything alive in its path will have a hole in it so big, you could make a merry-go-round seat out of it. It doesn’t matter if there’s 30, 50, even 100 guys between you and the ground; if it breathes, you can pierce it. The natural silencer-like effect of the shots also helps.
Secondary Mode: Thermal Scope.
There are two main situations where this feature can mean the difference between victory and death. The first is in dark or cold areas, where the natural body heat of the opposition will allow you to pick them off amid all the chilly stuff. The second is against cloaked enemies, as few can mask the heat signature that their cloaking unit gives off. Even if they can, they’re often too busy with other things to notice you aiming at their brain-pan. However, it should be noted that the Thermal Scope's link with your HUD will override your armor's Nano-Drive, preventing you from using any Nano-Tech abilities while it's active.
Shots per core: 10.
Power: ****
Accuracy: *****
Range: *****
Deals Nuclear-type damage.
Plasma Rocket Launcher
Ah, what is a military force without a rocket launcher? A miserable little pile of puss-outs, that’s what. Thankfully, the Plasma Rocket Launcher fills the role wonderfully; an initial explosion of ballistic fragmentation, followed by a searing after-cloud of plasma, makes this bad boy the ultimate in man-portable artillery.
Secondary Mode: Lock-On.
This pretty much speaks for itself, but for any green recruits reading this, pay attention. In order to establish a lock, you need to keep the HUD’s crosshairs on your target for about 2 seconds (1 turn), then fire. If anything slower than a Stallone-class fighter escapes its chasing fury, you either have a wall in the way, or can call 3-800-PAY-BACK for a full reimbursement of the wasted rocket’s value.
Holds up to 3 spare rockets in a side compartment.
Power: X
Accuracy: ****
Range: ****
Deals Heat-type damage.
Grenades
(NOTE: For the blast radius, compare the area provided to the battle map. Example: "3x3" = a square of 3 spaces across and down, for a total of 9 spaces.)
Frag Grenade
The fragmentation grenade is a long-lived staple of the standard military arsenal, and the Stilletos are no exception. The explosive’s 1.5-second fuse activates once it touches a solid object, like a wall or floor, and the detonation scatters a thick blast of shrapnel for added lethality. Very effective against most infantry and light vehicles.
Power: *****
Blast Radius: 3x3.
Deals ballistic damage.
Photon Grenade
Since sheer photonic energy tends to be more effective against armored units and vehicles, most Stiletto operatives prefer to keep at least one of these on them, just to prepare for the unexpected. Like the frag grenade, it has a 1.5-second fuse activated by a kinetic impact. Unlike its classic counterpart, however, the Photon Grenade replaces the shrapnel with pure energy, hot enough to vaporize most species standing right next to it when it goes off, and covering a much larger blast radius. Roll one of these under a tank, and it’ll be gone faster than you can say “son of a bitch.”
Power: ****
Blast Radius: 3x3.
Deals Light-type damage.
Scrambler Grenade
While not causing physical damage, this grenade wreaks havoc on anything and everything electronic, especially AIs. Against targets using electronic HUDs, it makes them all but blind through the visor, and slows the movement of powered armor-suits. Against AI targets, it has even more chaotic results, sometimes causing them to self-destruct, or even shoot each other by scrambling their IFF systems. Of course, this means that great care should be taken when using it against drones, as the self-destruct scenario could potentially take unwary allies out with the target…
Power: N/A.
Blast Radius: 5x5.
Scramble duration: between 1 and 3 turns.
Melee Weapons
Heat Dagger
The Heat Dagger is pretty much what it says on the tin. A knife-sized blade uses tiny heat coils tucked into its blade to heat the edge immensely, allowing it to cut through even steel like a – for lack of a better analogy – hot knife through butter.
Power: **
Deals Heat-type damage.
Photon Zweihander
The heavy Photon Zweihander is a blade that requires significant muscle might to wield. For those who can handle its daunting weight, however, its photonic-emission edge proves an absolute wrecking ball in the field, especially against energy shielding.
Power: ****
Deals Light-type damage.
Shock Rod
Adapted from a non-lethal tool of law-enforcement officers, the military Shock Rod model sizzles the target with an easily-fatal dose of 80,000 volts. Unfortunately, design limitations require a contact duration of roughly 2-3 seconds for full lethality – perhaps more, depending on the species – and is often not the most subtle weapon for stealth tactics. Against vehicles and drones, however, the electric shock proves insanely effective.
Power: Depends on how long the target’s touched by it.
Deals Electric-type damage.
Surgical Saw
While not a weapon per se, the medic-standard Surgical Saw can be used as one just fine. The micro-toothed edges are designed to cut flesh and bone alike with minimal strength required, though its effectiveness against metallic armor is...questionable, at best.
Power: ***
Handguns/sidearms
(NOTE: Unless otherwise stated, each handgun fires at a semi-automatic rate.)
Photon Pistol
The P400kJ Photon Pistol was among the first photon-based weapons to enter military service, and the Platinum Stilettos have made it their standard sidearm for general field ops. The handgun fires 100-kilojoule pulses of photonic energy straight forward, without any recoil that would otherwise hinder accuracy.
Secondary Mode: Charge Shot.
By holding the trigger for 1 turn, the next pulse will be amplified, at the cost of an additional pulse’s energy cost. The charge can be build up for up to 3 turns, allowing up to 4x normal power in one shot; however, attempting to hold the charge any longer will cause the gun to overheat, disabling it for 1 turn.
Number of shots per core (uncharged): 50.
Power: ***
Accuracy: ****
Range: ***
Deals Light-type damage.
Shot-Mag
The JD37 “Shot-Mag” magnum is the ballistic counterpart to the Photon Pistol, and is still in wide use even now. While lacking the higher firing rate of its twin – largely due to recoil – it is considerably stronger, especially against armor and flesh. Many units that wield an energy weapon as their main choice carry one of these as a backup.
Secondary Mode: Spread Shot.
The wide second barrel beneath the thinner main one is made specifically for this feature, in which all of the clip’s remaining rounds are discharged all at once, like a miniature shotgun blast. It also has a kickback appropriate for a shotgun, and is better used against single close-range targets, as opposed to targets at medium or long range.
Clip Size: 8 rounds. (Manual fire; roughly 2 shots per second.)
Power: ****
Accuracy: ***
Range: ***
Machine Pistol
The CMP290 Machine Pistol is just one step down from an SMG, trading the higher caliber ammunition for reduced recoil. When fired in controlled bursts, the weapon is very competent at medium ranges, though the resultant drop in accuracy makes it far less suitable for longer ranges.
Secondary Mode: Death Blossom.
When activated, this mode starts a countdown timer on the user’s HUD, giving them 5 seconds to throw the gun to the location of their choice, and take cover. The reason cover should be taken, is that when that 5-second timer expires, the gun will bounce itself around using spring-loaded “feet” on its casing, while expending its clip in a full-auto spray of randomized death. This is best used to ambush a group of infantry inside an enclosed area.
Clip Size: 50 rounds. (Full-Auto fire; roughly 15 shots per second.)
Power: ***
Accuracy: ***
Range: ***
Stun Pistol
While not that great for actual killing power, the Stun Pistol works wonders against mechanical targets like vehicles and drones, as well as being the safest bet for when the enemy must be subdued, but left alive. The downside? Its range is pretty lackluster, so you'll need to be relatively close for the full effect.
Secondary Mode: Charge Shot. This mode is almost identical to the charge feature of the Photon Pistol, except the Stun Pistol's Charge Shot increase EMP duration on mechanical targets.
Power: *** (dealing the final hit with this weapon will knock out the target instead of killing them.)
Accuracy: ***
Range: **
Needle Gun
The medic's Needle Gun is the only weapon built as much for healing as it is for killing. The former goal makes use of hyper-thin needles to administer tissue-regenerating medicine, while the latter use swaps the healing liquid out with a nasty cocktail of poisons.
Secondary Mode: Swap Chemicals. Highly doubtful that this would need explained...
Clip Size: 20 Needles.
Power: ***
Accuracy: ***
Range: ****
Automatic Guns (SMG, Assault Rifles, etc)
Photon Burst Rifle
The P500kJ Photon Burst Rifle is the most accurate automatic weapon around, even on full-auto fire. Like the Photon Pistol, this is due to its lack of recoil, though it also shares the same drawback on firepower. That said, its shots are twice as strong as a Photon Pistol shot, weighing in at 200 kilojoules per pulse. An excellent weapon to bring if you don’t know what ranges you’ll be fighting at.
Secondary Mode: Sustained Laser.
When active, this mode will trade the standard auto-fire pulses for a sustained beam of photonic energy. While excellent at melting through armor plating in a hurry, this feature can drain the entire core in 3 turns, if sustained for that long.
Number of shots per core: 150. (30 rounds per second)
Power: ***
Accuracy: ****
Range: ****
Deals Light-type damage.
Lunchbox Gun
A personal favorite among many infiltration units, the CI200 “Lunchbox Gun” gets its name from how it’s built to be disguised as a – you guessed it – lunchbox. However, when it swiftly unfolds into an SMG, the true lethality of this weapon is on full display: a beastly 40 RPS mows down any on-foot adversary unfortunate enough to be in its sights. However, this gun’s tactical abilities really shine with…
Secondary Mode: Hover Sentry.
When activated, the wielder disarms him/herself of this weapon, but only so that it can transform yet again, this time into a self-propelled aerial drone gun. The wielder can also move it manually via a control link on their HUD, though the constant signal required to do so demands that they not move even a step while doing so. It should also be noted that the gun is not invincible, and runs on whatever ammo was loaded into it in Sentry mode, though it can be re-acquired by the original wielder.
Clip Size: 200. (40 rounds per second)
Power: ****
Accuracy: ***
Range: ***
Draco Assault Rifle
The XM22 “Draco” assault rifle maintains classic functions, though at a much higher performance level than its XM20 “Super Wyrm” variant. While past forms often had only purely ballistic rounds, the shots fired from this rifle are encased in a thin sheath of electro-magnetic energy, giving them more edge on energetic shielding systems than your average bullet.
Secondary Mode: Grenade Launcher.
A tried and true assault rifle feature that works as well now as it has for centuries, but with more modern advancements improving its use. For example, this RPG launcher can fire Photon and Scrambler grenades, in addition to the standard fragmentation variety. The grenades still arc, however, so a degree of caution should be taken with aiming it.
Clip Size: 150. (30 rounds per second)
Power: ****
Accuracy: ***
Range: ****
Heavy/Specialty Weapons
Gatling Blaster MKII
An upgraded form of the iconic ion-scattering death machine, the Gatling Blaster (commonly omitting the “MKII” for shorter mentioning) has retained all of the features that made the MKI such a monstrous killer of infantry and light vehicles: high power, insane rate of fire, and easy mounting on either stationary or mobile turret emplacements. However, the MKII has received a quite dastardly trump card…
Secondary Mode: Proximity Detonation.
When this mode is activated, the Gatling Blaster is placed on the ground where enemies may consider taking it for their own; Platinum Stiletto technology is, after all, quite rare, and many a black marketer would like to reverse-engineer that tech. However, the moment anyone that the former wielder’s IFF system marks as “foe” gets close…BOOM! A white-hot cloud of ionized energy and shrapnel erupts from the spent weapon, sending anyone within 15 feet (about 4x4 squares) directly to Hell. Do not pass “Go.” Do not collect 200 credits.
Magazine Size: 500. (80 rounds per second)
Power: *****
Accuracy: **
Range: ***
Deals Light-type damage.
Plasma Shotgun MKIV
Due to a technical glitch with how the internal CPU calculates the charging process, the flawed MKIII version of the Plasma Shotgun has been replaced with a new, debugged model. Originally, the glitched internal systems had each charge level put greater density on the plasma discharge, causing the heat blast to travel farther and faster, but with a much smaller spread. The new version, however, has been re-programmed to instead fire the smaller level of spread uncharged, and increase the spread with each level of charge. The drawback is that it cannot alter its effective range, charged or otherwise.
Secondary Mode: None. With all the engineering put into just containing the gun's plasma, not much was left for anything else.
Shots per core (uncharged): 30.
Power: *****
Accuracy: *** (NOTE: Farther away enemies will have an easier time dodging the plasma cloud)
Range: **
Deals Heat-type damage.
Assault Shotgun
Shotties have never been the most far-ranged weapons, even with the transition to an energy variant. In cramped spaces, however, there is no better go-to weapon for those enemies that just refuse to say “die.” A spread of 12 pellets let loose all at once, combined with a merely average level of aim, will show the enemy that your boomstick is not to be trifled with. Its primary firing mode’s only drawback is the pump-action system’s low rate of fire…and to fix that…
Secondary Mode: Automatic Fire.
That’s right, this baby serves as both a pump-action and auto-shotty. The secondary function trades 4 of each shell’s pellets to fire them in rapid succession, about as fast as your average ballistic pistol. This feature is best used when moving from a tighter location to a more open area, where longer times between shots is more dangerous than the 4 pellets you sacrifice for that firing rate.
Clip Size: 12. (16 in Secondary Mode)
Power: ***** (NOTE: Weakens significantly at medium range)
Accuracy: ***
Range: **
Neutron Sniper Rifle
The energetic adaptation of the age-old sniping firearm has seen little improvement over the years, but only because it needed little improvement to begin with. The neutron energy of its shots are nuclear in nature, meaning that until it hits the ground, anything alive in its path will have a hole in it so big, you could make a merry-go-round seat out of it. It doesn’t matter if there’s 30, 50, even 100 guys between you and the ground; if it breathes, you can pierce it. The natural silencer-like effect of the shots also helps.
Secondary Mode: Thermal Scope.
There are two main situations where this feature can mean the difference between victory and death. The first is in dark or cold areas, where the natural body heat of the opposition will allow you to pick them off amid all the chilly stuff. The second is against cloaked enemies, as few can mask the heat signature that their cloaking unit gives off. Even if they can, they’re often too busy with other things to notice you aiming at their brain-pan. However, it should be noted that the Thermal Scope's link with your HUD will override your armor's Nano-Drive, preventing you from using any Nano-Tech abilities while it's active.
Shots per core: 10.
Power: ****
Accuracy: *****
Range: *****
Deals Nuclear-type damage.
Plasma Rocket Launcher
Ah, what is a military force without a rocket launcher? A miserable little pile of puss-outs, that’s what. Thankfully, the Plasma Rocket Launcher fills the role wonderfully; an initial explosion of ballistic fragmentation, followed by a searing after-cloud of plasma, makes this bad boy the ultimate in man-portable artillery.
Secondary Mode: Lock-On.
This pretty much speaks for itself, but for any green recruits reading this, pay attention. In order to establish a lock, you need to keep the HUD’s crosshairs on your target for about 2 seconds (1 turn), then fire. If anything slower than a Stallone-class fighter escapes its chasing fury, you either have a wall in the way, or can call 3-800-PAY-BACK for a full reimbursement of the wasted rocket’s value.
Holds up to 3 spare rockets in a side compartment.
Power: X
Accuracy: ****
Range: ****
Deals Heat-type damage.
Grenades
(NOTE: For the blast radius, compare the area provided to the battle map. Example: "3x3" = a square of 3 spaces across and down, for a total of 9 spaces.)
Frag Grenade
The fragmentation grenade is a long-lived staple of the standard military arsenal, and the Stilletos are no exception. The explosive’s 1.5-second fuse activates once it touches a solid object, like a wall or floor, and the detonation scatters a thick blast of shrapnel for added lethality. Very effective against most infantry and light vehicles.
Power: *****
Blast Radius: 3x3.
Deals ballistic damage.
Photon Grenade
Since sheer photonic energy tends to be more effective against armored units and vehicles, most Stiletto operatives prefer to keep at least one of these on them, just to prepare for the unexpected. Like the frag grenade, it has a 1.5-second fuse activated by a kinetic impact. Unlike its classic counterpart, however, the Photon Grenade replaces the shrapnel with pure energy, hot enough to vaporize most species standing right next to it when it goes off, and covering a much larger blast radius. Roll one of these under a tank, and it’ll be gone faster than you can say “son of a bitch.”
Power: ****
Blast Radius: 3x3.
Deals Light-type damage.
Scrambler Grenade
While not causing physical damage, this grenade wreaks havoc on anything and everything electronic, especially AIs. Against targets using electronic HUDs, it makes them all but blind through the visor, and slows the movement of powered armor-suits. Against AI targets, it has even more chaotic results, sometimes causing them to self-destruct, or even shoot each other by scrambling their IFF systems. Of course, this means that great care should be taken when using it against drones, as the self-destruct scenario could potentially take unwary allies out with the target…
Power: N/A.
Blast Radius: 5x5.
Scramble duration: between 1 and 3 turns.
Melee Weapons
Heat Dagger
The Heat Dagger is pretty much what it says on the tin. A knife-sized blade uses tiny heat coils tucked into its blade to heat the edge immensely, allowing it to cut through even steel like a – for lack of a better analogy – hot knife through butter.
Power: **
Deals Heat-type damage.
Photon Zweihander
The heavy Photon Zweihander is a blade that requires significant muscle might to wield. For those who can handle its daunting weight, however, its photonic-emission edge proves an absolute wrecking ball in the field, especially against energy shielding.
Power: ****
Deals Light-type damage.
Shock Rod
Adapted from a non-lethal tool of law-enforcement officers, the military Shock Rod model sizzles the target with an easily-fatal dose of 80,000 volts. Unfortunately, design limitations require a contact duration of roughly 2-3 seconds for full lethality – perhaps more, depending on the species – and is often not the most subtle weapon for stealth tactics. Against vehicles and drones, however, the electric shock proves insanely effective.
Power: Depends on how long the target’s touched by it.
Deals Electric-type damage.
Surgical Saw
While not a weapon per se, the medic-standard Surgical Saw can be used as one just fine. The micro-toothed edges are designed to cut flesh and bone alike with minimal strength required, though its effectiveness against metallic armor is...questionable, at best.
Power: ***
<<Energy Types>>
Spoiler (click to show/hide):
You may have noticed terms like "Electric-type" and "Light-type" in the weapon list above. This is because I'm making use of an "elemental affinity" kind of system, where certain types of energy will be more effective on certain targets. General guidelines for these are below:
Light-type energy is more effective on energy shields than any other form of attack, and deals pretty good damage to armor and vehicles, though less effective against flesh. The energy itself is also very bright up close, and may temporarily blind enemies if they look directly at it for too long.
Heat-type energy is most effective against hardened materials, such as those found in vehicles and powered armor-suits. Its effect on flesh is average, and shields tend to block most of its effect. It also has the bonus of igniting flammable materials, and can cause Burn status on fleshy enemies.
Electric-type energy is a godsend against vehicles and AI-controlled drones, as it afflicts them with an EMP-like effect. It deals pretty nice damage to shields too, though not as much as Light-type energy. Its effect on flesh is the drawback, though if you can strike an infantry unit directly in the heart, the effects will be doubled. There's a reason defibrillators don't work while the heart is beating...
Nuclear-type energy is equally effective against flesh, armor, and shields, but with a special bonus: it pierces through any unshielded targets like an AP round, allowing you to strike targets on their other side, as well. However, the only weapon known to make use of this special energy is the Neutron Sniper Rifle.
As for ballistic attacks, they're generally most effective against flesh, but trying to breach energy shielding with them takes a LOT of ammo from most guns. You're better off using a Light-type weapon for that.
You may have noticed terms like "Electric-type" and "Light-type" in the weapon list above. This is because I'm making use of an "elemental affinity" kind of system, where certain types of energy will be more effective on certain targets. General guidelines for these are below:
Light-type energy is more effective on energy shields than any other form of attack, and deals pretty good damage to armor and vehicles, though less effective against flesh. The energy itself is also very bright up close, and may temporarily blind enemies if they look directly at it for too long.
Heat-type energy is most effective against hardened materials, such as those found in vehicles and powered armor-suits. Its effect on flesh is average, and shields tend to block most of its effect. It also has the bonus of igniting flammable materials, and can cause Burn status on fleshy enemies.
Electric-type energy is a godsend against vehicles and AI-controlled drones, as it afflicts them with an EMP-like effect. It deals pretty nice damage to shields too, though not as much as Light-type energy. Its effect on flesh is the drawback, though if you can strike an infantry unit directly in the heart, the effects will be doubled. There's a reason defibrillators don't work while the heart is beating...
Nuclear-type energy is equally effective against flesh, armor, and shields, but with a special bonus: it pierces through any unshielded targets like an AP round, allowing you to strike targets on their other side, as well. However, the only weapon known to make use of this special energy is the Neutron Sniper Rifle.
As for ballistic attacks, they're generally most effective against flesh, but trying to breach energy shielding with them takes a LOT of ammo from most guns. You're better off using a Light-type weapon for that.
<<Nano-Tech (NT) Abilities>>
Veterans from the old RP may remember these, but for newcomers, think of these as your "special moves." Each turn, you can activate one of these, for the cost of some of your energy (EN). The EN costs have been reduced, however, as that's also how you recharge energy weapons. Note that you can use one and attack in the same turn, but you can't move while activating them.
Spoiler (click to show/hide):
--Heavy Hit: When used, the next melee attack deals double damage.
Cost: 15 EN.
--Razor's Edge: When used, the user's ability to dodge attacks increases for 3 turns.
Cost: 20 EN.
--Ambush: When used, enemies unaware of your presence will take double damage from your attack.
Cost: 20 EN.
--Eagle Eye: When used, accuracy is enhanced for 3 turns.
Cost: 30 EN.
--Juggernaut: When used, damage is reduced for 3 turns, as is staggering from enemy attacks.
Cost: 25 EN.
--Helping Hand: When used, you and all allies near you regenerate HP for 4 turns.
Cost: 30 EN.
--Threat Detector: When used, cloaked enemies will be visible for 3 turns.
Cost: 35 EN.
--Heavy Hit: When used, the next melee attack deals double damage.
Cost: 15 EN.
--Razor's Edge: When used, the user's ability to dodge attacks increases for 3 turns.
Cost: 20 EN.
--Ambush: When used, enemies unaware of your presence will take double damage from your attack.
Cost: 20 EN.
--Eagle Eye: When used, accuracy is enhanced for 3 turns.
Cost: 30 EN.
--Juggernaut: When used, damage is reduced for 3 turns, as is staggering from enemy attacks.
Cost: 25 EN.
--Helping Hand: When used, you and all allies near you regenerate HP for 4 turns.
Cost: 30 EN.
--Threat Detector: When used, cloaked enemies will be visible for 3 turns.
Cost: 35 EN.
<<Classes>>
Classes in this RP are a bit different than in the older version, as the stats from there are replaced with causality-based decisions. As such, what they'll mainly determine here is what weapons you specialize in, as well as a starting Nano-Tech ability unique to each Class (you can still pick your own 2nd ability, though).
Spoiler (click to show/hide):
Enforcer
This is your well-rounded "jack of all trades" Class. Their strength lies in their adaptability, and they have equal skill in all types of weaponry. The downside, naturally, is that they lack the specialized equipment that other classes get.
Starting NT ability: Heavy Hit.
Special Equipment: None.
Phantom
This Class is what the stealthy folks go with. Phantoms have a natural talent for agility, and their Cloaking Device allows them to evade both radar and visual detection. However, their defensive abilities are rather frail, so their chances of combat survival depend on evasion, though it's better for them to avoid a drawn-out skirmish if at all possible.
Starting NT ability: Ambush.
Special Equipment: Cloaking Device.
Blitzer
This Class is for those who like really big guns. Not only can they haul around the gargantuan Gatling Blaster like it's a simple machine gun, but they can also dual-wield Automatic weapons, something no other class can do. On top of that, they have an energy shielding unit to further bolster their defense. The only downside, as might be guessed, is their significant increase in weight.
Starting NT ability: Juggernaut.
Special Equipment: Energy Shield.
Mechanic
This Class is for the techier types, along with those who love vehicular combat. They can wreak havoc on electronic defenses with their Hacking Uplink devices, and have a key talent for piloting. However, their defense is rather weak, much like the Phantoms, so a path may need cleared between them and the terminal they need to reach.
Starting NT ability: Razor's Edge.
Special Equipment: Hacking Uplink.
Medic
This Class is for the types that enjoy aiding their allies more than shooting their enemies. No military force is complete without them, and in the field, they can literally make the difference between life and death. Their Medkits come with all manner of combat surgeon tools, along with adrenaline shots, just in case. Sadly, the common Medic's abilities with anything heavier than an SMG are...questionable, so it's better for them to carry a small sidearm or two for when they actually need to shoot people.
Starting NT ability: Helping Hand.
Special Equipment: Medkit.
NOTE: All Medics start with a Needle Gun as a standard weapon, though they can still have 2 other weapons.
Enforcer
This is your well-rounded "jack of all trades" Class. Their strength lies in their adaptability, and they have equal skill in all types of weaponry. The downside, naturally, is that they lack the specialized equipment that other classes get.
Starting NT ability: Heavy Hit.
Special Equipment: None.
Phantom
This Class is what the stealthy folks go with. Phantoms have a natural talent for agility, and their Cloaking Device allows them to evade both radar and visual detection. However, their defensive abilities are rather frail, so their chances of combat survival depend on evasion, though it's better for them to avoid a drawn-out skirmish if at all possible.
Starting NT ability: Ambush.
Special Equipment: Cloaking Device.
Blitzer
This Class is for those who like really big guns. Not only can they haul around the gargantuan Gatling Blaster like it's a simple machine gun, but they can also dual-wield Automatic weapons, something no other class can do. On top of that, they have an energy shielding unit to further bolster their defense. The only downside, as might be guessed, is their significant increase in weight.
Starting NT ability: Juggernaut.
Special Equipment: Energy Shield.
Mechanic
This Class is for the techier types, along with those who love vehicular combat. They can wreak havoc on electronic defenses with their Hacking Uplink devices, and have a key talent for piloting. However, their defense is rather weak, much like the Phantoms, so a path may need cleared between them and the terminal they need to reach.
Starting NT ability: Razor's Edge.
Special Equipment: Hacking Uplink.
Medic
This Class is for the types that enjoy aiding their allies more than shooting their enemies. No military force is complete without them, and in the field, they can literally make the difference between life and death. Their Medkits come with all manner of combat surgeon tools, along with adrenaline shots, just in case. Sadly, the common Medic's abilities with anything heavier than an SMG are...questionable, so it's better for them to carry a small sidearm or two for when they actually need to shoot people.
Starting NT ability: Helping Hand.
Special Equipment: Medkit.
NOTE: All Medics start with a Needle Gun as a standard weapon, though they can still have 2 other weapons.
<<Character Sheet>>
-Name:
-Race: (You can make up your own for this, or choose one of the races I mentioned up above; y'know, the Neo-Elves, Nekos, and such. If you create your own race, however, please describe how they look. A verbal description is okay, though I recommend a picture if it's not something as simple as a Harpy or Dwarf.)
-Age: (No one under 18. I don't think I need to say why.)
-Team: (Stilettos or ISPC. This may not seem to important just yet, but trust me, it'll factor in more than you think...)
-Appearance: (Picture is preferred, though a verbal description is okay, too.)
-Class:
-Nano-Tech Skill: (choose one from the list, though your other one's determined by your Class.)
-Primary Weapon:
-Secondary Weapon:
-Bio: