Okay... Working on the Armor sheets and the specs on the new weapons for Villains.
Pistols
Satyr Light pistol
Semi-automatic
18 Round Clip
Accuracy Modifiers: +1 Short, -1 medium -2 long
Poor to Okay damage
Ballistic
Description: The Satyr is a fine light pistol, just don't expect it to be anything else. The large clip is useful, but it isn't the kind of gun you want to rely on during a prolonged firefight, the weapon simply doesn't pack enough punch to breach even lighter infantry armor with regularity. The satyr sees use as a sidearm, and concealed weapon, and a shiny trinket for Colonist civilians.
Odei Flechette pistol
Semi-automatic
5 Round Clip
Accuracy Modifiers: +1 Short, -1 medium -1 long
Poor to Great damage
Flechette
Description: Resembling nothing so much as an over-sized revolver the Odei fires a slug that looks a great deal like large metal pill. At 10 inches from the target the canister explodes, firing a dense pack of small razors at a concentrated area. A well placed shot can turn vital organs to slop, but the low ammunition capacity has prevented it from becoming a major sidearm.
Cirri Light pistol
Semi-automatic, energy
20 round cell
Cohesion Modifiers: +1 Short, -1 medium -3 long
Very Poor to Average damage
Laser
Description: A popular little light show the Cirri is only a touch larger than a conventional pistol of the same grade, it fires a brief pulse of green light on an intensely fine point with every shot. It short ranges it can cut through light armor fairly well, and while the enhanced focus does burn more efficiently at range it still suffers from the cohesion loss that plagues energy small arms.
SMGs
Wolfkin Heavy SMG
Semi-automatic, 3 round burst.
18 round magazine
Accuracy Modifiers: +1 Short, -1 medium -4 long
Average to Great damage
Ballistic
Description: The Wolfkin resembles a shortened shotgun that got on a diet but fell of the wagon half-way through. Firing Immense .50 Caliber rounds the Wolfkin has a lot of Kick, both for the Victim, and the user. The large rounds will pummel their way through armor when they hit, if they hit. A solid weapon for close range encounters when you're not afraid of making some noise.
Hellhound energy SMG
7 second burst.
41 second cell
Cohesion Modifiers: -2 Short, +1 medium, -3 long
Average to good damage
Laser
Description: The hellhound is a surprisingly heavy laser weapon, usually seen on technocracy support teams. Optimized for ranges between 30 and 60 feet the Hellhound is used to protect longer ranged heavy weapons from close range assaults, and it does so with distinction. The Hellhound isn't a lot of good as an all-round weapon, but it excels in its own niche.
Cockatrice Particle Thrower
2 second pulses
4 second power cell.
Cohesion Modifiers: +5 Short, Nil Medium , Nil Long
Good to Incredible Damage
Particle Weapon
Description: Favoring sheer overwhelming force over distance the cockatrice is the quintessence of handheld destruction at a short range. Draining the power cell in just two shots the Cockatrice fires an immense storm of energy, disintegrating pretty much anything that happens to be in front of it. Deadly at a close range, but there are people who can spit farther than it can shoot.
Rifles
Kapre Light rifle
Semi-automatic
15 round clip
Accuracy Modifiers: +1 Short, +1 medium, -1 long
Average to Decent damage
Ballistic
Description: The Kapre is common light rifle, resisting time with an old .30 caliber bullet that has remained almost unchanged for centuries. It is a common weapon, found on technocracy light teams, colonist militias, and Merc troops.
Piru Gauss rifle
Semi-automatic
5 round clip, 5 round cell
Accuracy Modifiers: +1 Short, +2 medium, -0 long
Average to Good damage
Ballistic
Description: The Piru is the most common type of gauss rifle, it is large, blocky, and inefficient. It also packs a hell of a punch. Firing a .45 ferric slug the Piru is a fair weapon for amateur snipers, though her weight keeps her from being as accurate at close ranges as she could be.
Dybbuk Flechette rifle
Semi-automatic
2 20mm tubes
Accuracy Modifiers: (Laser Guided, -1 canister accuracy)
Okay to Lethal damage
Flechette
Description: The Granddaddy of the Odei the Dybbuk looks like a large, very broad, break action shotgun. When facing the business end, or when broken open the Dybbuk displays a set of over and under tubes. These tubes contain a large 20mm flechette canister when loaded, when fired the canister deploys a tiny set of maneuvering fins and small rocket engine. The canister then rides a laser projected by the rifle itself, flash igniting the rest of its fuel when 10' from the target. The resulting explosion of long razors can take out an entire group of careless opponents. The targeting computer will refuse to fire unless it is aimed in on a target for safety reasons.
Basilisk Pulse Rifle
Semi-automatic
10 round cell
Cohesion Modifiers: +1 Short, +2 medium, Nil long
Decent to good damage
Energy
Description: The Basilisk is a first generation paired pulse rifle. To reduce cohesion loss the rifle fires a pair of pulse that attract one another, actually increasing in cohesion at range. Until the point when the two pulses meet and equalize, at which point they disperse in a flash. The other problem with this is that it uses ammunition at twice the normal rate.
Laelaps Laser rifle
Semi-automatic
12 round cell
Cohesion Modifiers: -2 (+2) Short, +2 (+2) medium, -2 (+2) long (Parentheses for aimed cohesion)
Average to Decent damage
Energy
Description: Instead of mucking about with a complicated adaptive system that could break in the field the Technocracy circumvented the laser cohesion problem by making a Tri-barreled laser rifle and making the focal point different on each barrel. When aimed in the Laelaps will auto find the best barrel, when not aimed the Laelaps defaults to the mid-range barrel.
Gholam Energy Rifle
Semi-automatic
5 round cell
Cohesion Modifiers: +1 Short, +1 medium, -2 long
Special damage
Energy
Description: A focused EMP rifle, the best the Gholam can do to living tissue is induce a mildly painful itching sensation. On anything using vaguely complex electronics the Gholam is devastating. Blowing out computers and pads in a plume of sparks and burning plastics, causing machines to go haywire and generally making all sorts of mechanical mayhem.
Assault Rifles
Leanashe Assault Rifle
Single, 4 round burst, and full-auto
30 round Magazine
Accuracy Modifiers: +2 Short, +2 medium, -2 long
Below Average to Good damage
Ballistic
Description: A short and stocky assault rifle built in a bull-pup layout the Leanashe is meant for short to mid-range confrontations, and at those ranges it can chew its opponents bloody. Firing a Caseless bullet it can get away with firing a higher caliber round without incurring too great a weight, as well as allowing for a higher than normal magazine capacity.
Drake Beam Rifle
1.5 second beam
15 Second cell
Cohesion Modifer: +2 to selected range, -3 to others. (See description.)
Good to Amazing damage
Beam
Description: The Drake is one of the Rare, expensive, and powerful energy assault rifles. Tricky to maintain, heavy, and undeniably effective. The Drake's beam is hot enough to boils a person's brain in their skull fast enough to make it explode, its strength though lies in a small hardened computer system that allows you to manually select the range that you are going to be firing at, and the rifle will then recalibrate its focus to the selected range. Point, click, and kill.