Knightsaber Weapons

Hardsuit

Hurricane

Typhoon

Tornado

Tempest

Heavy Motoslave

MSX-01

Knightsaber Weapons

 

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Knightsaber Weapons

Sylia said I could show you around the armoury for a bit while she works out what we can spare. The Hardsuits are normally our first means of attack, which means we tend to outfit them with some pretty tasty close combat weapons. When you're that close to a Boomer, you want to take it down as soon as you can, because they tend not to give you a secod chance to hit them.

Weapon
Acc
Dam
Pen
Qual
Relia
Shots
Clip
Type Attributes
Knuckle Bomber
90
15
90
A
98
1
5
Close Combat, Melee Powered Noisy, Kinetic Blowback, Armour Piercing, No Reload
Leg Bomber
85
16
90
A
98
1
10
Close Combat, Melee Powered Noisy, Kinetic Blowback, Armour Piercing, No Reload
Laser Sword
95
13
80
A
98
N/A
N/A
Close Combat, Melee Powered Armour Piercing, Silent, Retractable
Ribbon Cutters
90
10
90
A
98
N/A
N/A
Close Combat, Melee Powered Armour Piercing, Silent, Flexi-Attack
Rocket Kick
85
10
80
N
98
N/A
N/A
Close Combat, Melee Powered  
S-Mines
*
20
K
A
98
1
3
Placed Kinetic Blowback
Knuckle Guard
90
16
90
A
98
N/A
N/A
Close Combat, Melee Powered Noisy, Kinetic Blowback, Armour Piercing
Laser Beam
90
7
60
N
98
5
N/A Medium, Energy
Hardsuit Railgun
80
12
75
A
98
2
N/A Long, Projectile Kinetic Blowback

The Motoslaves have a different set of weapons, and pretty much all of them are for longer range work. Some of the stuff Sylia has come up with here is pretty scary, but I doubt you'll be getting a chance to use much of it, Priss tends to destroy most of the stuff before the rest of us even get to test it out!

Weapon
Acc
Dam
Pen
Qual
Relia
Shots
Clip
Type Attributes
Machinegun
75
5
50
A
85
5
20
Medium, Projectile Noisy
Minigun
70
8
60
A
65
5
10
Medium, Projectile Noisy, Large
Vulcan Cannon
65
10
75
A
55
5
5
Long, Projectile Noisy, Large, Extra Recoil, Kinetic Blowback
Rockets
75
15
75
N
98
2
10
Medium, Ballistic Noisy, Blast, Extra Recoil, Kinetic Blowback
Heavy Rockets
75
20
80
N
98
N/A
N/A
Medium, Ballistic Noisy, Blast, Extra Recoil, Kinetic Blowback
Energy Beam
80
30
90
A
98
1
3
Extreme, Energy Armour Piercing, No Reload
Cannon
70
15
70
N
98
2
6
Long, Ballistic Noisy, Kinetic Blowback
Hand Cannon
70
17
70
N
98
2
6
Short, Ballistic Noisy, Kinetic Blowback
Railgun
85
20
90
A
98
1
5
Extreme, Projectile Noisy, Kinetic Blowback, Extra Recoil, Armour Piercing, Heavy, Large, Movement Restriction
Anti Tank Gun
75
25
98
A
85
1
5
Extreme, Ballistic Noisy, Kinetic Blowback, Extra Recoil, Armour Piercing, Heavy, Large, Movement Restriction, Blast
MSX 01 Cannon
98
50
98
A
98
1
N/A
Orbit, Energy 1 Shot Weapon, Kinetic Blowback, Armour Piercing, Heavy, Large, Movement Restriction

The S-Mines need to be placed in order for them to do damage. Easier said than done!

Noisy: Use this, and people will know about it!

Extra Recoil: The weapon may recoil so badly that your aim is spoilt or you get knocked over. A successful Tough check keeps the weapon steady, a failure means you lose your aim, and a critical failure means you either drop the weapon or fall over.

Kinetic Blowback: The target is flung backwards by the force of the weapon's impact.

Movement Restriction: You need to stand still to fire.

Armour Piercing: The target's Armour Value is halved by the attack.

Blast: The weapon has an area of effect.

Flexi-Attack: Gives a +10% bonus when trying to entangle or disarm.