the weapons in this .esp can be largely divided into 4 categories: Vanilla Variants, Blasters, Cyborg Cowboy, and PA
Vanilla Variants are basically just a few new weapons using normal frameworks. nothing unusual about them, they just need meshes. descriptions to follow:
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Double Barrel Pump Action Shotgun -- pretty well described by the name there, comes with mods: Chokes and Extended Mag
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Jungle Assault Rifle -- an assault rifle chambered in .308. historically, there were a shitload of auto battle rifles designed for 7.62x51mm put up between WWII and Vietnam, before most of the world started going to the 5.56mm standard. comes with mods: improved sights, muzzle brake, 35 rd mag
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Dart Rifle -- break action rifle for firing darts. mods: scope, better air compressor
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Railway Minigun -- pneumatic minigun for firing rail spikes at an incredible ROF. mods: Laser Sight, ammo feed efficiency, miniaturized parts (weight reduction)
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5mm SMG -- a unique variant of the assault carbine platform, smaller, lighter, faster.
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11mm SMG -- a Wild Wasteland weapon that can be found on Ricky in HH. is a melee weapon, since 11mm ammo doesn't exist.
Blasters are energy weapons that use a pulse of energy to peel molecules off the interior of the barrel and project them at high velocity at the target. as you can guess, these weapons need to have barrels, unlike most of the energy weapons in the game. they deal more damage than laser, less than plasma, and set targets on fire.
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Blaster Pistol: obvious. SEC ammo. mods: barrel replacement, shot regen (shots)
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Assault Blaster: an assault rifle style blaster. ECP ammo. mods: barrel, a dualshot (split beam), mid-range scope
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Blaster Rifle: a sniper-style blaster. mfc ammo. mods: barrel, a mechanical dampener (suppressor for the mechanical components that fire the shot, not at the barrel end), multi-MFC magazine
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Blaster AMR: Unique blaster rifle, mfc ammo, comparable to gauss rifle and AMR
Cyborg Cowboy weapons are player-made conversions of normal cowboy weapons into energy weapons, but on both cowboy weapons and energy weapons perk lists. they have their own converted ammo that should be able to be slotted into the weapons like bullets, although they only need to fit, they don't need to look like bullets.
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Cowboy Laser Repeater -- Cowboy Repeater, laser. small ammo. mods: scope, durability mod
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Colt Laser Revolver -- .357 magnum, laser. small ammo. mods: durability, capacitor upgrade (+dam)
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Laser Revolver MK 44 -- .44 magnum, laser, medium ammo. mods: durability
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Laser Carbine -- Trail Carbine, laser, medium ammo. mods: scope, durability
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Plasma Marlin -- brush gun, plasma, large ammo. mods: durability, ammo cap
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Bot Huntin' Revolver -- hunting revolver, plasma, large ammo. mods: durability, ammo cap
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Laser Spreadshot -- Lever Action Shotgun, laser, med ammo. mods: split beam
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Bowie's Cauterizer -- Bowie Knife, superheated
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EMPynamite -- Dynamite, +EMP dam
PA Weapons are weapons that, when finished, will only be usable by people in PA, as they require a giant stable base to use or hook into the PA power systems. they're supposed to be a bit larger than normal stuff, and horrifyingly powerful.
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Gauss Cannon -- Shoulder-mounted Guass Rifle, only bigger.
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PA Assault Rifle -- .50MG assault rifle
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PA Super Sledge -- Super Sledge with electric discharge on hit
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Spike Gauntlets -- Power Fists for both hands, spiked.
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Recoilless Rifle -- Basically a bazooka
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Gatling Rocket Launcher -- Shoulder-mounted Red Glare Rocket platform.
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Heavy Flamer -- flamer that's triple everything.
perms: either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.