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Lead Pipe
All TriOptimum security personnel are trained in the use of clubs, pipes and similar instruments.
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.
ML-41 Minipistol
Designed primarily as a defensive weapon, this minipistol is standard issue for TriOptimum executives.
SV-23 Dart Pistol
This gun provides excellent control of laboratory animals, delivering an explosive bite or a paralyzing neurotoxin.
Magnum 2100
Standard issue for TriOptimum security officers, this pistol is a preferred offensive tool in confined spaces. Rounds are designed for high damage.
AM-27 Flechette
Favored among TriOptimum security officers, this 6mm submachine gun fires needle-like ammunition.
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.
MARK III Assault Rifle
This full-sized combat rifle is based on the 2064 Interlocutor KR-5.
DC-05 Riot Gun
For riot situations, this weapon provides maximum knock-back with minimal damage (recommended for neutralizing less-dangerous targets).
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.
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.
Sparqbeam Sidearm
Although meant as a personal defense device, the sparqbeam generates a respectable offensive blast at higher settings. Note: A single blast desintegrates corpses while contained items fall on the floor. (Tip by Kyur)
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.
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.
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.
LG-XX Plasma Rifle
No description available.
Damage Per Hit Standard - 20; Teflon - 30Armor Penetration Standard - 20; Teflon - 30
WEAPON DAMAGEDamage calculations undergo four major steps. 1. Armor Absorption. If a hit is scared, the weapon's penetration value is compared to the target's armor value. If the armor value isn't greater than the penetration value, the target's armor doesn't affect the bit and the creature takes the weapon's full damage. If the armor value is greater than the penetration value, than the damage is reduced by that many points. 2. Weapon Vulnerabilities. If the creature is particularly vulnerable to the weapon, the damage may be doubled or quadrupled (refer to table on p. 40). For example, all robots have • • • • ("quadrupled") vulnerability to Magnetic attacks, and an EMP grenade makes a Magnetic attack. Any robot will take double damage from an EMP grenade. 3. Critical Hits. Each weapon has an offense value. Every creature has a defense value. If the attack value is higher than the defense value, you can score a critical hit [a hit that strikes the weakest part of a creature's armor). If not, a critical hit is not possible. The greater the difference between these two values, the greater the chance of scoring a critical hit, and the greater the damage of the critical hit. Critical hits can result in anywhere from 33% to 300% extra damage. (Critical hit damage is in addition to the result of any weapon vulnerabilities. If a weapon scores a critical hit on a particularly vulnerable creature, that hit might inflict 16 times normal damage.) 4. Random Factor. The weapon's total damage is randomized by +/-10%. Damage randomization can change how much damage the same weapon delivers during different attacks.