List of Crusader equipment
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This is a list of weapons and equipment featured in the Origin Systems Crusader games. Objects that appear in only one game are notated appopriately.
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[edit] Weapons
A large amount of the equipment of Crusader games is made up by weapons. These are organized in two categories depending on the type of ammunition they use: projectile weapons fire bullets just like nowadays weapons, while energy weapons are futuristic, beam firing, energy fed guns. Reloading projectile weapons requires the player to have at least one magazine for his weapon, since most weapons use their own characteristic type of ammunition and magazine (some weapons however share the magazines and ammo). On the other hand energy weapons are powered off the player's character battery (see Batteries in the Personal equipment section) and they will fire until the battery is depleted.
[edit] Projectile weapons
- BA-40 "Patriot" pistol: A .40 caliber, semi-automatic pistol, made of ballistic-grade plastics (thus resulting a lighter weapon than might be expected). It uses a 20 round magazine and is the only weapon the Captain starts with in No Remorse. This weapon is featured only in No Remorse. On the "Mama's Boy" and "Weekend Warrior" difficulty settings, this weapon has infinite ammunition.
- BA-41 "Peacemaker" pistol: A variant of the Patriot, the Peacemaker fires the same ammunition and is fed with the BA-40 magazine, though it can also mount a 30-round "banana" mag. Aside from its larger capacity, the most relevant difference with the Patriot lies in the BA-41's ability to fire two-round bursts. This weapon is featured only in No Remorse.
- RP-22 "Conciliator" rifle: A .30-cal lightweight assault weapon firing frictionless, caseless bullets in two-round bursts, the Conciliator was not intended for military use, but has gained popularity for its easy handling (due to an entirely ballistics-grade plastics construction) and low price. The RP-22 shares the same ammunition as the RP-32, mounting a 60-round magazine. This weapon is featured only in No Remorse.
- RP-32 "Pacifist" assault rifle: This rifle is a fully automatic version of the RP-22, and the standard-issue weapon for WEC infantry. The RP-32 uses the same rounds as the Conciliator, but in a three-round burst instead. The Pacifist rifle is the only weapon the Captain starts with in No Regret. On the "Mama's Boy" and "Weekend Warrior" difficulty settings, this weapon has infinite ammunition.
- SG-A1 "Conformer" shotgun: An anti-personnel weapon usually issued to urban security units for riot control, the Conformer fires a 13-gram fragmenting shell from a 12-round magazine. When the Silencer fires from a standing position, he must manually chamber another shell (requiring another mouseclick or keyboard toggle), but while crouching the weapon operates semi-automatically in that the chambering motion is integrated into the firing motion.
- AC-88 "Reaper" riot gun: This full-auto shotgun fires more than twice as fast as the Conformer. It is an extremely effective anti-personnel weapon (the manual touts its ability to "control" crowds of civilians), but it is not well-suited for fighting mechs. The AC-88 uses the same 12-round magazines as the SG-A1.
- AR-7 "Rico" rocket launcher: an experimental weapon firing a low-power canister shell that, immediately after discharge, ablates to release three self-propelled micro-missiles spreading in a "fan" formation. The Rico's unique shells come in 8-round magazines designed specifically for this weapon. While painful to use at close range, its power, splash damage, and rapid rate of fire make it an excellent weapon against snipers, for "recon by fire" applications, and to take out hard-to-reach security equipment (cameras, automated turrets, off-screen shield generators, etc.).
- GL-303 grenade launcher: This devastating weapon is widely employed by WEC military forces and police or anti-terrorist units. The GL-303 fires a streamlined, 9.2 centimeter rocket-propelled grenade combining concussion damage with limited incendiary capabilities. It uses a 10-round magazines.
- BK-16 "Crystallizer" molecular inhibitor: still in the experimental stage, this gun is probably the most technologically advanced projectile-firing weapon. Upon impact, the low velocity, 12 cm cartridge fired by the BK-16 creates a field that inhibits all molecular motion within an area conforming tightly to the target’s shape; this creates a "freezing" like effect comparable to several minutes of exposure to absolute zero. The BK-16 is effective both as anti-personnel and anti-mech, but is not very accurate at longer ranges. It uses 10 round clips and is featured only in No Regret.
- LNR-81 "Liquefier" catalytic rifle: Another experimental weapon, the Liquifier is similar to the BK-16 in that it fires a special cartridge delivering something besides direct damage on contact--a powerful chemical agent. This chemical is a highly classified, wide-spectrum catalyst, designed to break down complex organic molecular bonds and trigger rapid transmutation in alloys and synthetic materials as well. The effects on human and mech targets alike are horrifically destructive. The result of an impact on an unarmored human target is essentially a combination liquefication and evaporation, creating a brief puff of gas and leaving only a small pile of semi-solid matter. The LNR-81 can fire 4 shots a second, is moderately accuracy, and uses 10 round magazines. This weapon is featured only in No Regret.
[edit] Energy weapons
- PA-21 "Arbitrator" laser pistol: the most compact energy weapon available, the PA-21 fires a single pulsed varicolor laser beam, is moderately accurate and has a low energy consumption. It is issued to security operatives assigned to protect sensitive areas and to all WEC military officers. This weapon is featured only in No Remorse.
- PA-31 "Adjudicator" laser rifle: the Adjudicator is the standard energy rifle of the WEC military forces, used by infantry and special forces alike. The PA-31 fires the same kind of laser beam of the PA-21, but is much more accurate and has a faster firing rate than the pistol. Energy consumption is moderate, thus giving the PA-31 stamina, allowing to deliver a good volume of fire.
- PL-1 "Unifier" plasma rifle: The PL-1 is the only plasma based weapon of the WEC arsenal and it is often used for military commando operations and by police SWAT teams. Featuring a full automatic firing mode, a very high fire rate at 12 shots/sec. and extreme accuracy, the Unifier is an excellent choice against every kind of target, be it enemy personnel, mechs or security devices. On the downside this rifle has a very high energy consumption.
- EM-4 "Vortex" EMP rifle: Developed as an anti-servomech weapon, the EM-4 has also proven effective against personnel, who suffer a fate not unlike electrocution. (In No Remorse, its effect on personnel was negligible; likely to make it seem less over-specialized, it was made nearly as deadly against personnel in No Regret.) The electromagnetic pulse emitted by the Vortex is capable of disabling a mech that is directly hit for a few precious seconds, allowing the user to switch to a more potent weapon and destroy it. The EM-4 has very poor accuracy, an abundant energy consumption and its refire delay is also quite high.
- UV-9 "Pulsar" ultraviolet rifle: Probably the most destructive weapon ever conceived by the WEC scientists, the Pulsar is still undergoing trials conducted by special heavy weapons units. The UV-9 fires a pulse of concentrated ultraviolet energy capable of burning all the flesh and organs from an unarmored human target. While each shot requires an enormous amount of energy, the UV-9's accuracy and damage potential make it very effective against all kind of threats.
- XP-5 "Broiler" microwave projector: a recent addition to the WEC arsenal, the XP-5 is still in the prototype range and it has not been officially assigned to any unit so far (though some security turrets may be experimentally equipped with it, and it would be possible to raid an on-site weapons lab to gain access to the weapon). This weapon fires an intense and tightly focused microwave pulse that can severely damage both human and mechanized targets. The Broiler features medium accuracy and rate of fire with an elevated power consumption. This weapon is featured only in No Regret.
[edit] Demolition equipment
- Det-pac: det-pacs are the standard issue satchel charges of the WEC. After planting one of these explosives detonation can be remote triggered: however the range of its detonator is limited to 50 meters in open terrain and much less indoor or in rough or in heavily forested areas. A det-pac weighs less than 1 kg, making it an easy task to carry up to 10 of these devices.
- Limpet Mine: mostly used as an anti-personnel mine, this explosive cam be planted to any reasonably flat, firm surface. Limpet mines will detonate when any moving object will enter within a range of half a meter from them. Since each mine weighs less than 0.3 kg a total of 10 limpet mines can be carried by a single soldier.
- Spider Bomb: this explosive device is equipped with a set of mechanical legs and comes with a hand held joystick to guide it towards the desired target. Spider bombs are very useful to destroy turrets or blow up mechs and enemy troops from a concealed position without the risk of being exposed to return fire. Some WEC security cameras can trigger the release of a spider bomb and guide it to home on a target.
- Spider Mine: a variant of the spider bomb, this device is not guided by a joystick, bit instead it is equipped with a proximity sensor. Once set, a spider mine waits for an enemy to approach, then homes in and moves into position to detonate. This weapon is featured only in No Regret.
- Pocket Betty: often used as defensive munition to soften up large number of troops or mechs, the pocket Betty requires a manual detonation. When activated it releases four "minelets" to a distance of about 3 meters that explode upon impact.
- Mine-Det: a very useful disposable device that can be employed to blow up any kind of mine, as well as spider bombs and spider mines. This gadget is featured only in No Regret.
- Disrupter: this device can be used to booby-trap teleporter platforms. Placed nearby an active pad, a disrupter scrambles the teleporter signal causing the death of the incoming personnel. It is useful to block teleporter access to a given area or to take care of possible waves of reinforcements teleporting in. This gadget is featured only in No Regret.
- Blast-pac: more powerful than a det-pac, a blast-pac is a high-explosive device used to blow up large equipment and thus it is mostly used for sabotage operations. Its detonator is connected to a timer which automatically activates when the blast-pac is placed. This artifact appears only in No Remorse.
- Fusion-pac: similar to a blast-pac, the fusion-pac carries a nuclear charge as explosive material and its detonation is timer controlled. Fusion-pacs are employed to destroy very large equipment or whole buildings.The only time when you get a fusion pack in the game No Regret is when you (the silencer) is directed to destroy the Di-Core mine.
[edit] Personal equipment
- Ionic Shield: this is a personal shield generator that creates a field around the wearer capable of deflecting ballistic projectiles by absorbing their kinetic energy. Since it is powered by a personal battery, upon deflecting every shot it will consume energy. The protection offered by an ionic shield is useless against all kinds of energy weapons and explosive. It is often used by police as well as riot-control units and can be belt or shoulder mounted.
- Plasma Shield: the plasma shield generator envelopes the user into an energy field capable of deflecting projectiles and absorbing energy bolts. It requires a personal battery for its functioning from which it will absorb energy each time it protects from a shot. The BK-16 and LNR-81 cartridges as well as the beams emitted by the UV-9 and the XP-5 can effectively penetrate the defensive field of a plasma shield.
- Graviton Shield: this experimental artifact is the most advanced personal shield generator ever built. It protects the wearer from all kind of projectiles and energy shots by surrounding him into what is essentially a localized space-time distortion. While it is extremely effective it also causes an extreme power drain from the battery used to run it.
- Radiation Shield: unlike the other shields, this device does not nullify enemy weapons fire, but instead counteracts the effects of dangerous radiations like those emitted by radioactive minerals such as Di-corellium or by nuclear-power generators. It requires a personal battery to be powered. This device is featured only in No Regret.
- EMP Inhibitor: a defensive device capable of emitting a high-powered electro-magnetic pulse similar in effects to the beam of the EM-4 Vortex. When activated it will briefly incapacitate all mechs in the surroundings, but will also consume a large portion of the users personal battery. It’s usually used for infiltration, sabotage and other commando style operations.
- Datalink: a hand-held device which is often built into combat armors or suits, the datalink enables its user to send receive encrypted, tight-focus satellite communications. It can also playback pre-recorded briefings and hold other tactical information. The Silencer always has this equipment on his person; he cannot lose it.
- Medikit: this is a disposable, electronic field dressing which seals wounds, injects anesthetics, stimulants, antibiotics and anti-shock medications. It is also effective at countering the effects of several common respiratory and contact toxins. It is self powered and any soldier can carry up to 10 medikits.
- VIR Chip: an optional enhancement to visual imaging devices, like the faceplate of standard combat armors, which allows the user to see normally invisible infrared beams. This device is featured only in No Regret.
- Data-Pick: a disposable intrusion device useful to override keycard readers, keypads and similar locks. Useful to enter restricted areas when blowing up doors is not an option. This device is featured only in No Regret.
- Energy Cubes: these devices are single use, non rechargeable energy storage units used to power up personal batteries when their charge is running low or it has been expended. The amount of energy an energy cube can replenish corresponds to 1/3 of the total charge of the personal battery used.
- Batteries: personal batteries are vital to run off a number of devices such as energy weapons, personal shield generators and other artifacts. They can be reloaded by using energy cubes. There a three different types of batteries used: chemical batteries are the less powerful with a maximum charge of 2500 power units, fission batteries on the other hand hold a maximum charge of 5,000 power units while the powerful fusion batteries have a maximum charge of 10,000 power units.
[edit] See also
- A list of Crusader characters to find out who the Silencer's allies and enemies are.
- A list of Crusader enemies for a description of all kind of bad guys the Silencer will have to face in his quest for revenge.