Last Updated 02-23-2025.
Loosely based off a certain Warhammer 40k episode.
Psycher weapons cannot be aimed, rather the aim trigger summons a shield that absorbs damage, adds to an overheat, and consumes ammo.
Psycher shields cover from all angles and cannot be shot around, even protecting from the flank.
Doesn't protect from melee damage. It might deal some arc damage to enemies touching it.
If an enemy can get close enough to stick their gun through your shield, they might be able to shoot you. They'd have to be kissing you though.
You and an ally can overlap shields by practically kissing each other in closeness, preventing enemies from sticking their guns through the shield to shoot you. Might also block melee damage using your ally's shield.
You can't shoot while casting the shield.
While a psycher weapon is on your person, knockdown shield also summons a psycer shield, powered by the knockdown shield. This prevents them from shooting around the shield to kill you. Doesn't grant any benefit to nearby allies as the psycer shield is so close to you it can't protect your allies. You still have the knockdown shield for that purpose.
Alternatively it could allow you to Alt-fire the knockdown shield to give yourself a personal protection, which has no crouch shield for allies but complete protection for you.
Extra: it may deal arc damage to enemies touching you.
Below are possible fire types of the weapons.
Concussive blast: One expanding projectile that goes through opponents, doors, and destructibles, damaging all the above. It splits into many projectiles for the cases of hitting a rock or half of it hitting a wall, the rest keep going. The projectiles dissipate after about 75 meters. They damage anything they hit, destroy doors, and knockback opponents, Crypto's drone (if it doesn't destroy it), and the Trident. Also knocks away flying objects (grenades and some abilities).
No matter how many projectiles hit a target, it's one flat damage scaling. However, those hit by 75% (aka point blank) may suffer double damage and knockback.
Scatter Blaster: Similar to a cross between peacekeeper and energy weapons, but much wider spread and doesn't tighten, and has over 20 pellets.
Ionic Beam: The sniper version. Hold the trigger to charge, while charged you can use aim to zoom, as if using Vantage's Eyepiece with no weapons equipped. You can change the zoom by changing optics. Can use sniper optics. When not being charged, aim trigger casts shield.
May have a few versions.
Mk1: Uses ammo from the inventory. Uses as much ammo as body damage. Let's say similar to Sentinel, that's 70 damage. 70 ammo per shot.
Lets say like Charge Rifle, then it would be body damage at minimum. 75 is it? Or was it 80. If it increases damage over range, it still uses only the basic amount of ammo.
Legshots don't save ammo. Headshots don't cost extra. Firing through rampart's amp shield doesn't cost extra, but does buff damage. Etc.
It's charge is like that of the charge rifle, but doesn't fire when charged, rather it waits for you to release. This allows you a moment to aim since you can't aim by default with this weapon since it's a shield weapon.
Mk2: Like the old version of the charge rifle, using multiple ammo per shot. In this case since is uses psycher ammo, its base torso damage determines the ammo used per shot. Can hold 4-8 shots within it. Damage blocked by the shield is reduced from the magazine, and therefore limiting the shots or the damage of the final shot in the mag.
Mk3: Similar, but damage blocked by the shield is drawn from the reserve before it starts eating the mag.
Repeater: 3 versions, light (SMG), medium (AR), and Heavy (LMG).
SMG (Light Repeater): 210 ammo at 3 damage, consuming 3 ammo per shot. Seen as Mag (shots) so people know how many shots they really have.
AR (Medium Repeater): 300 ammo at 5 damage, consuming 5 ammo per shot. Seen as Mag (shots) so people know how many shots they really have.
LMG (Heavy Repeater): Very similar to the L-star, but fires twice as fast at half the damage and can fire twice as much before the cell overheats and needs a change. Draws ammo from the inventory. Gun shield improves the psycer shield, reducing ammo consumed for blocking damage by 15%-35%. L-Star is 8 damage yes? Therefore this deals 4 damage at 4 ammo per shot.
Handheld: has akimbo, it's the handgun. Twice the shots and fire rate of the RE45 at half the damage. It has a weak shield, but akimbo makes it about as useful as the SMG.
Arc: Firing has a conal damage radius. It picks the one closest enemy in the cone and fires arcs of electricity at them. Has a short range. Probably the most balanced version of psycher weapons. May have the extra capability to pulse or deal arc damage to nearby enemies while you are shielding, radius roughly frag radius.
Reminder: The shield consumes ammo to counter damage. The amount of damage blocked is in torso damage and is the amount of ammo consumed is the amount of damage blocked. After absorbing a certain amount of damage, the weapon may overheat, especially if it draws defense from reserves. Otherwise you run the risk of running out of ammo in the mag and having to reload. If the weapon doesn't have enough ammo to fire, it will either decrease the damage of the shot in relation to available ammo or force reload as if empty.
Since most of these don't aim, they can't use optics. Only the sniper can since it has the feature to aim instead of shield while its shot is charging or charged, aka in the process of firing or ready to fire.