NationStates Jolt Archive


Technical Reference: Infantry Weapons

imported_The TRSN
18-11-2003, 05:28
Notes:
-Most Weapons are magnetic in nature
-Can't draw on PC, so no pics. Sorry
-There are also numerous Mods and Blade Weapons, but they are not Standard Issue and Therefore not Adressed in this Defense Review


Armatech 10mm Pistol
-10mm SOCOM pistol, sometimes with specialised loads in bullet
-Optional Silencer
-8 Round Mag

N.03 Needler Pistol
-Tri-barrelled Machine Pistol
-2mm Tungsten Carbide Rounds encased in explosive putty (no casing)
-Electric Pulse in chamber detonates explosive, fires round
-Gasses spin barrel
-Spinning causes chamber spark (Release of trigger breaks static connection)
-60 Rounds per Second
-Barrel Detaches on Overheat, quick replace
-120 Round Clip

Fusion Pistol (Restricted)
-Detonation chamber kept in perfect vaccuum
-Rounds are Compressed Deutrium
-Rounds loaded into chamber, detonated by Heavy Ion Beam and Mag Fields
-Pure Fusion Occurs in chamber
-Mass of Slug projected from barrel in mag-field in form of Radiation, Particles, and Heat
-Mirror Dish to prevent backflash
-Highly Radioactive. Contaminant Danger
-Powerful but tends to leave contaminating radiation
-Restricted
-Fusion Coil Good for 100 Shots
-7 Rounds per Clip

MP-36
-10mm SMG
-Active Silencer (Destructive Interference)
-For silent attacks
-30 Round Straight Clip

Neurostinger
-Short range dart pistol
-Knockout or Lethal rounds
-5 Shot Mag
-Completely silent

R-6 Multirole Rifle
-12.7 mm Sniper Rifle
-Smoothbore w/ Saboted Rounds
-HE/IN/AP/Homing ammunition
-5 Round Rotary Clip, Bullpupped
-Digital Scope 20x Mag Maximum, Target Recognition, Autocalibrated Aiming

ASG-4
-.00 Buckshot Automatic Shotgun
-30 Round Rotary Clip
-Manual Pump to clear and load option
-Explosive Shells optional

EMSR
-Electro-Magnetic Sniper Rifle
-Projects Ionized Pulse to stop target's heart or induce Neural Overload
-Drops Target with little evidence
-Autopsy would reveal only strange internal burns
-Completly Silent
-Almost instant Kill
-Overloads most power armor, but leaves occupant unharmed
-10 Round Energy Cell

RS-11
-Gauss Rifle
-DU Spike in Sabot
-5 Round Clip
-200 Shot Reactor

RS-11a
-Accurized RS-11
-FLOSA Scope Penetrates through almost all substances
-Allows Shots through walls with unerring accuracy

RS-78 Bizon
-Heavy Gauss Rifle
-DU Slug in Sabot
-Single Shot
-200 Shot Reactor
-Standard Penetrator or Hellfire Rounds

PR-5
-Plasma Rifle
-Uses small reactor to create plasma, magnetic fields to bottle and project
-Near Perfect Parabolic Mirror on Barrel End to prevent heat backblast
-Reactor good for 200 Shots
-Plasma Spreads upon impact as shield breaks

Fusion Rifle (Restricted)
-Similar to Plasma Rifle, but more extreme
-Detonation chamber kept in perfect vaccuum
-Rounds are Compressed Deutrium
-Rounds loaded into chamber, detonated by Heavy Ion Beam and Mag Fields
-Pure Fusion Occurs in chamber
-Mass of Slug projected from barrel in mag-field in form of Radiation, Particles, and Heat
-Mirror Dish to prevent backflash
-Highly Radioactive. Contaminant Danger
-Powerful but tends to leave contaminating radiation
-Restricted
-Fusion Coil Good for 300 Shots
-20 Rounds per Clip

Pulse Gun
-Automatic Energy Rifle
-400 Round Belt or 200 Round Box Mag
-Self Powered Rounds
-Barrel Designed for Rapid Changeover from Overheat

SLAW
-Squad Laser Assault Weapon
-Reactor Pack Required
-Terrawatt Laser
-Maximum 30 seconds of continuous fire
-1 second of recharge needed for 2 seconds of firing
-Reactor good for 40 Hours Firing before refueling

PSW
-Plasma Support Weapon
-Reactor Pack Feeds Plasma to Projector
-Massive Backflash Suppressors
-Streams Constant Plasma Arc, Mislabelled "Flamethrower"
-Pack Detonation Danger
-Good for 6 Hours of Firing before refueling

HVPP
-Hyper Velocity Particle Projector
-Superconducting Coil Charges Micro-Accelerator in base of Tube
-2 mins Passive Charge Charge Needed
-5 secs Active Charge Needed
-When Fired, Protons Redirected from Coil to Tube, Breaking Loop and being hurled forth Down Magnetic Barrel
-After Correct Charging Period, Protons reach .4c
-Impact, though low in mass, can blast apart objects with High Velocity Proton Stream
-Anti-Vehicle and Anti-Air
-Near Instanteous Impact (.4c)
-One Shot Only, then Burns Out Coil and Barrel