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Lead Pipe
All TriOptimum security personnel are trained in the use of clubs, pipes and similar instruments.
Ammo: | n/a |
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Damage Per Hit | 15 |
Armor Penetration | 40 |
Offense Value | 3 |
Attack Type | Melee |
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TS-04 Laser Rapier
This energized lance projects a monofilament thread that is suspended in a contained energy field. Upon contact, the thread slices through organic and synthetic materials, permanently disabling most creatures and robots. The rapier is usually carried only by senior security officers and military commanders.
Ammo: | n/a |
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Damage Per Hit | 200 |
Armor Penetration | 80 |
Offense Value | 5 |
Attack Type | Melee Energy |
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ML-41 Minipistol
Designed primarily as a defensive weapon, this minipistol is standard issue for TriOptimum executives.
Ammo: | |
| 20 Standard rounds (poor stopping power, moderate accuracy) |
| 20 Teflon-Coated Rounds (enhanced armor penetration) |
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Operation | Semi-automatic |
Damage Per Hit | Standard - 20; Teflon - 30 |
Armor Penetration | Standard - 20; Teflon - 30 |
Offense Value | Standard - 2; Teflon - 3 |
Attack Type | Projectile |
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SV-23 Dart Pistol
This gun provides excellent control of laboratory animals, delivering an explosive bite or a paralyzing neurotoxin.
Ammo: | |
| 15 Needle packs (micro-explosives embedded in needle housing) |
| 15 Tranq needles (paralyzing neurotoxin in needle housing) |
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Operation | Semi-automatic |
Damage Per Hit | Needle - 15; Tranq - 5 |
Armor Penetration | Needle - 6; Tranq - 0 |
Offense Value | Needle - 2; Tranq - 3 |
Attack Type | Projectile |
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Magnum 2100
Standard issue for TriOptimum security officers, this pistol is a preferred offensive tool in confined spaces. Rounds are designed for high damage.
Ammo: | |
| 12 Hollow-tip rounds (fragment inside soft targets) |
| 12 Heavy slug rounds (high-density osmium slug) |
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Operation | Semi-automatic |
Damage Per Hit | Hollow - 60; Heavy - 85 |
Armor Penetration | Hollow - 30; Heavy - 25 |
Offense Value | Hollow - 4; Heavy - 5 |
Attack Type | Projectile |
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AM-27 Flechette
Favored among TriOptimum security officers, this 6mm submachine gun fires needle-like ammunition.
Ammo: | |
| 60 Hornets (sharp, single-body pellets) |
| 60 Splinters (multi-part slugs that splinter inside soft targets) |
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Operation | Automatic |
Damage Per Hit | Hornet - 10; Splinter - 22 |
Armor Penetration | Hornet - 35; Splinter - 32 |
Offense Value | Hornet - 2; Splinter - 3 |
Attack Type | Projectile |
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RF-07 Skorpion
The RF-07 is a 9mm submachine gun similar to the flechette, but larger, with heavier ammunition. This is the most powerful weapon in the standard TriOptimum security arsenal.
Ammo: | |
| 50 Slags (heavy, super-heated slugs) |
| 100 Large Slag Clips (slag rounds in a larger magazine) |
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Operation | Automatic |
Damage Per Hit | 35 |
Armor Penetration | 40 |
Offense Value | 2 |
Attack Type | Projectile |
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MARK III Assault Rifle
This full-sized combat rifle is based on the 2064 Interlocutor KR-5.
Ammo: | |
| 10 Magnesium tips (caseless, caustic slug that maximizes wound damage) |
| 8 Penetrators (high-power rounds that can penetrate 20mm steel armor) |
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Operation | Semi-automatic |
Damage Per Hit | Magnesium - 75; Penetrator - 160 |
Armor Penetration | Magnesium - 50; Penetrator - 70 |
Offense Value | Magnesium - 4; Penetrator - 5 |
Attack Type | Projectile |
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DC-05 Riot Gun
For riot situations, this weapon provides maximum knock-back with minimal damage (recommended for neutralizing less-dangerous targets).
Ammo: | |
| 20 Rubber slugs |
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Operation | Manual repeating, pump action |
Damage Per Hit | 6 |
Armor Penetration | 0 |
Offense Value | 2 |
Attack Type | Projectile |
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MM-76 Accelerator Rail Gun
This heavy assault weapon propels a grenade-like projectile that explodes on contact and is capable of penetrating heavy armor.
Ammo: | |
| 12-count Rail gun clip (heavy armor penetration and fragmentation damage) |
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Operation | Semi-automatic, slow projectile |
Damage Per Hit | 200 |
Armor Penetration | 35 |
Offense Value | 6 |
Attack Type | Projectile |
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SB-20 Mag-Pulse Rifle
The intense electromagnetic bursts from this rifle damage any shielded circuitry. It is the recommended means of deactivating malfunctioning combat robots.
Ammo: | |
| 25-count Mag-Pulse Cartridge |
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Operation | Semi-automatic, slow projectile |
Damage Per Hit | 45 |
Armor Penetration | 100 |
Offense Value | 4 |
Attack Type | Magnetic |
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Sparqbeam Sidearm
Although meant as a personal defense device, the sparqbeam generates a respectable offensive blast at higher settings.
Ammo: | Internal Energy |
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Operation | Electron Burst |
Damage Per Blast | Low - 6; High - 36; Overload - 60 |
Energy Usage Per Blast | Low - 2V; High - 8V; Overload - 24V |
Armor Penetration | 25 |
Offense Value | 3 |
Attack Type | Energy Beam |
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DH-07 Stun Gun
This gun throws a weak plasma projectile at a target, discharging an arc that registers 10 kV to stun living creatures and damage cyborgs.
Ammo: | Internal Energy |
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Operation | Low intensity, concentric energy burst |
Damage Per Blast | Low - 2; High - 15 |
Energy Usage Per Blast | Low - 3V; High - 30V |
Armor Penetration | 0 |
Offense Value | 3 |
Attack Type | Projectile Energy Beam |
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ER-90 Blaster
This new laser weapon fires a pulse of high-energy ultraviolet light. The built-in liquid nitrogen cooling system allows for high-intensity damage.
Ammo: | Internal Energy |
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Operation | Single-pulse ultraviolet ray |
Damage Per Blast | Low - 12; High - 70; Overload - 115 |
Energy Usage Per Blast | Low - 3V; High - 15V; Overload - 50V |
Armor Penetration | 25 |
Offense Value | 4 |
Attack Type | Energy Beam |
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RW-45 Ion Rifle
Prototypes of this advanced energy beam gun evolved from late-model beam sidearms. It delivers a powerful stream of ionic particles with more force than normal blaster guns.
Ammo: | Internal Energy |
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Operation | Particle beam burst |
Damage Per Blast | Low - 18; High - 108; Overload - 180 |
Energy Usage Per Blast | Low - 5V; High - 30V; Overload - 100V |
Armor Penetration | 35 |
Offense Value | 6 |
Attack Type | Energy Beam |
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LG-XX Plasma Rifle
No description available.
Ammo: | Internal Energy |
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Operation | Refracting plasma projectile |
Damage Per Blast | Low - 35; High - 350 |
Energy Usage Per Blast | Low - 13V; High - 130V |
Armor Penetration | 0 |
Offense Value | 3 |
Attack Type | Projectile Energy Beam |
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