Arm weapon options

Arm Weapon options

Superior alliance scientist have been busy using all there know how in order to create these big bruisers of weapons. Carried one on each of the Punisher’s arms these weapons gave the physical punch needed to take down heavily shielded enemies. Each of the weapons is given a rating that corresponds to these five categories:

Power (P)-The stopping power of the weapon

Rate of fire (RF)-How fast the weapon reloads and fires each round

Range (R)-How far the weapon can reach an opponent

Capacity (C)-How much ammunition the weapon carries

Accuracy (A)-How well the weapon can place shots within a certain circle

And ratings are from E (the worst) to A (good) and then to S (exceptional).

Weapon characteristics general

Generally weapons have a certain reputation though some smart design can change this but generally as a rule of thumb by Striker forces:

-Gatling guns: Exceptional rate of fire, mediocre everything

-Rail guns: Good damage, good range, takes forever to charge up.

-Cannon: Good damage, bad range

-Autocannon: A balance between range, power and fire rate, good all round weapon

1) Designation: Combi weapon 1

Nickname: Combi 1

P-C, RF-C, R-D, C-C, A-C

Standard autocannon with a small grenade launcher attached. Not great but also not bad, good weapon to have if the pilot is indecisive.

2) Designation: Monster class rail cannon

Nickname: Zweihander

P-S, RF-E, R-A, C-B, A-A

Massive rail cannon able to rip thru most capital ship the long way if not more than one! Only beaten in sheer power by the Demon class rail cannon and larger. For this size class of weapon very few weapons could destroy so much in one shot. Offset by its extremely bad fire rate.

3) Designation: Magnum auto cannon

Nickname: Dirty Harry

P-A, RF-B, R-D, C-C, A-D

Good close range weapon for quickly getting off powerful mecha stopping shots. Good choice as long as the other arm had longer range weapons.

4) Designation: Combi weapon 2

Nickname: Combi 2

P-B, RF-A, R-B, C-B, A-B

Combining the stopping power of a rail cannon with the rapid shots of a gatling. This combi weapon hoped to address the weaknesses of both weapons. Good all round choice.

5) Designation: Space use cannon

Nickname: Thunder hammer

P-S, RF-C, R-D, C-C, A-E

Heavy cannon used for hammering heavily armoured targets. The pure brutality of this weapon is frightening enough to make many an enemy think of turning around and fleeing.

6) Designation: Anti-capital ship missile pack

Nickname: 4 Pack

P-A, RF-B, R-B, C-E, A-A

Missiles for taking down heavy capital ships. Not very glamorous or high tech, gets the job done in a pinch.

7) Designation: Mega gatling cannons

Nickname: rattatat

P-C, RF-S, R-B, C-A, A-C

Good for providing heavy suppressive fire on enemy formations. Damage can add up if enemies are bombarded for periods of time.

8) Designation: Heavy missile bombardment pack

Nickname: Firecrackers

P-A, RF-A, R-D, C-C, A-D

Large capacity dumb fire missile pack. Good for suppressive fire but vey inaccurate.

9) Designation: Shock Assault cannon

Nickname: Equaliser

P-A, RF-A, R-A, C-B, A-A

Reverse engineered Grand Alliance super gun. A projectile is “lightly” accelerated by a rail gun system and then plasma thrusters are used to bring the projectile fully up to speed once it has left the barrel. Once the projectile has impacted its target it will then detonate a plasma warhead to inject the head of the projectile into the target. This all means that this is one of the most hard hitting, fastest and accurate weapons available. Easily a favourite weapon of Punisher pilots.

10) Designation: Mega Autocannon

Designation: The Stick

P-B, RF-A, R-B, C-A, A-A

The best autocannon manufactured by Striker scientist. Can extend its barrel for even longer range fire. The pinnacle of native Striker weapon technology.

11) Designation: Mega missile pack

Nickname: Pineapple surprise

P-A, RF-A, R-A, C-C, A-A

Large guided missile pack for use against swarms of enemy heavy fighters. When the many missiles on the Punisher are not enough.

12) Designation: Mega Shot gun

Nickname: Jackhammer

P-B, RF-A, R-D, C-B, A-E

Good weapon for close in fighting when as much fire power in a tight area is needed. Not accurate but as to say the spread covers a large area versus a single point.

13) Designation: Melee blade

Nickname: Ka-bar

P-A, RF-A, R-E, C-S, A-N/A

Not really a good idea but an experiment in seeing if the Punisher’s arms could act as platforms for melee weapons. They were not, they did not move fast enough to effectively use this weapon.

14) Designation: Sniper cannon

Nickname: Head shot

P-S, RF-E, R-S, C-C, A-S

Choice weapons for extremely long range engagements. Good for taking out the heaviest wing commander craft.

15) Designation: Space use flamethrower

Nickname: Hot stuff

P-A, RF-S, R-D, C-B, A-E

Good weapon for burning mobs who get to close. Not really good against heavily armored opponents.

16) Designation: Auto Smart Cannon

P-B, RF-S, R-A, C-S, A-A

An auto tracking, enhanced cooling, extended magazine, auto cannon. The auto cannon of all auto cannons.

17) Designation: Mega Shock cannon

Nickname: BFG

P-S, RF-S, R-S, C-S, A-S

Using the same principles as the shock cannon but with multiple barrels, larger capacity and micro-nuclear war heads. This weapon is so destructive that clearance from the commander in chief of the Striker home dimension must give clearance before this weapon can be deployed.