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Ford's Guns

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Sep 6th, 2015
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  1. **Anarchy and Discord.
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  3. "Two sides of one tasty apple"
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  7. It's an assault rifle, apparently from the FAL family judging by the receiver. It fires 7.62mm bullets, standard NATO size and takes any compatible magazine. It comes with a green laser aiming module. At first, it was thought to be the most basic of the five guns. In tests it seemed to perform no different to the standard FAL, except for an electronic 2x8-segment LED display on the stock that increments as bullets are fired, rather than keeping track of the remainder in the clip. The counter resets to zero each time the weapon is reloaded prematurely
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  11. The only other external difference was the fire select. Instead of switching between 'semi' and 'full' automatic, it now only differentiates between 'Anarchy' and 'Discord', delineated by a Circle-A and a golden Apple. It has no 'safe' mode. The weapon is thus, always live when it is loaded.
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  15. In Anarchy mode, the counter resets to zero each time a non-empty magazine is ejected. The higher the count goes, the worse the weapon's effective accuracy becomes, but the faster the rounds are expelled from the barrel, and the faster the action cycles. When the counter maxxes at 99, each bullet is travelling at approximately Mach 5 when leaving the barrel, but this is accompanied by a wayward flightpath that would appall a 17th-century pistol owner, and empties the magazine inside a second.
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  19. In Discord mode, the weapon can be reloaded at any time, but will only fire semi-automatic single shots. The electronic counter on the stock will begin to tick down on a timer, starting as soon as the weapon mode is switched. The weapon will be perfectly straight-shot accurate, with the fired bullet landing exactly on the green laser spot. This effect lasts until the counter reaches zero, or the weapon is switched back to Anarchy mode. When the counter reaches 00, the rifle will continue to function as a conventional FAL in semi-automatic with no bonuses.
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  25. **Gunzerker Plasmacaster Twins.
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  27. "The chosen weapons of A-team!"
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  31. Originally a standard Plasma Pistol and Plasma Carbine.
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  35. Both weapons appear corroded and battered, with the Carbine missing parts of the foregrip, and the Plasma-Pistol's magazine and igniter workings being opened and exposed. Both are quite capable of taking any compatible ammunition for the type.
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  39. When fired on full-auto, neither weapon will run out of ammunition until the trigger is released. Remaining rounds fire and do damage as normal. Rounds fired beyond the amount actually left in the magazine will not harm whoever they hit - though they will feel like they've been shot, at least up until they realise they haven't. An otherwise 'lethal' hit to head or heart will temporarily knock someone unconscious. When using blank ammunition, all expended cartridges function like this.
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  43. They must be carried as a pair by one person. When seperated, they will refuse to fire in full-auto. Both may always fire in semi-automatic mode as normal. It is advised to fire both at once for maximum entertainment value.
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  47. Attempts have been made to replicate both for Survival Shot training use.
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  53. **Hot Pink Bad Touch.
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  55. "I can't help it, I'm just built that way".
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  59. Unknown 9mm sub-machine gun. Uses a unique rotary magazine type. May have been partly build out of a CGI Eezo prototype. It's heavy, being made mostly from machined metal with an unusual side-loading rotary magazine and combined power cell. Padding on the stock is a firm foam that is warm to the touch. Internally, it is somewhat similar to a boosted railgun, with the initial pyrotechnic charge of the ammunition being used to cycle the weapon's action and power coming from a cell in the magazine.
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  63. It has an extremely high rate of fire for a handheld weapon, emptying a 60-round magazine in under a second.
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  67. It's also painted in a bright, Hot pink. And it Vibrates. It vibrates a lot. It is truly a very enjoyable gun to use for some. Shooting a magazine is definitely an arousing thing to do... although only one compatible magazine exists. Attempts to replicate it and its powersupply have failed. Reloads are, therefore, a slow, tedious and frustrating affair.
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  71. Also. Bullets exit the barrel on fire. They continue to burn until they strike their target. There is a 10% chance that the target will be set on fire if they are made of a flammable material and are in an atmosphere that supports combustion. Elemental effects are fun, aren't they?
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  77. **Shock and Awesome
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  79. "Affecting will, perception and Understanding"
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  83. Driver-Coil-Compensated semi-automatic Sniper Rifle, similar to the Long-Lance custom order types. Fires 20x100mm Vulcan practice rounds that release an electromagnetic pulse on impact with the target, capable of damaging systems vulnerable to EMP such as sensors and computers. It appears that this is some sort of static electricity effect between the barrel and the bullet.
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  87. The weapon is capable of firing all 20x100mm rounds, but the electroshock effect will only work with the otherwise inert blue-tip practice rounds. Otherwise, it functions exactly the same as the base rifle, with the same compensation effects, accuracy rates and quirks.
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  91. It's painted a deep, electric blue and makes a sound that has been described as 'Liquid Blue Electric Death' when being fired.
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  95. Accompanying the weapon is a smartgun system built into the optics with a Delta-level intelligence named Exkay Seedy. Exkay teases the user in a high-pitched voice when they miss, miss repeatedly, when they reload, and when they hit by reminding them that the person they just shot had loved ones and a family. It cannot be turned off. It also regularly complains about being a double-knockoff.
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