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===Network Armory=== '''Coilguns''' have existed in principle since the first half of the 20th century, but until materials technology became sufficiently advanced, they remained impractical as military weapons. Allellerating a magnetized projectile along a series of electroconductive coils, the weapon requres no direct contact, has minimal moving parts, and maintains a continuous rate of fire. After breakthroughs involving room-temperature superconductors, the coilgun principle was revisited to deadly effect. Coilguns were ideal for personal defense in unstable regions. While less effective vs armored soldiers, they proved uniquely suited to combating the angry teenagers and strung-out impoverished thugs encountered on the modern battlefield. Network heavily favors Coilguns on its combat shells for logistical reasons; without reliable supply lines, each machine must be largely-self-sufficient. To this end, Network manufactures portable micro-forges capable of rendering down scrap metal into bladed flechette rounds. Larger models have the micro-forge integrated into the weapon itself. All coilguns are fully automatic weapons, capable of short, medium or long bursts, but incapable of single-shot fire. A short burst expends 10 rounds, a medium 20, a long burst 30. Coilguns can run off of an integrated battery, but are more often plugged into a machine's onboard capacitor, also incorporating an external ammo feed. Each use of a coilgun in combat imposes a -1 penalty on the subsequent roll to maintain charge. Coilguns with integrated batteries can fire 10 combat rounds continuously before being expended. '''Flesh Shredder:''' armored targets hit by coilgun flechettes count their armor as double. If a target suffers 5 or more damage from a coilgun, one point of that damage becomes upgraded in severity (bashing to lethal, lethal to aggravated). '''Spike Rifle''': Network's favored anti-material weapon, the spike rifle uses volatile liquids to propel armor-peircing spikes in short bursts. The rounds suffer heavily from drop, as well as tremendous drag, but at short-to-medium range, it is devastating. The Spike Rifle only fires 3-round semi-auto bursts. Spike Rifles have incredible recoil, and can only be wielded by Network's larger combat machines. '''Nailer''': a coilgun variant, the Nailer fires heavier flechettes capable of piercing light armor. The heavy nails have large power requirements, and the weapon is only capable of firing short full-auto bursts. '''Rail Rifle''': a weapon of myth, the rail rifle needs little introduction. The Network variant can select between solid-shot and sub-munition ammo, and firing the weapon consumes one charge. Rail Rifles can be fitted with an onboard battery that holds 3 charge, but most are plugged directly into the wielder's chassis. When fitted to one of Network's larger constructs, a submunition shot's spread can take out multiple targets at once. {|class="wikitable" border=0 cellspacing=0 cellpadding=2 style="margin: 1em; border: 2px solid black;" |- !align=center colspan=4 | Networked Weapons |- | Weapon || Damage || Range || Clip || Strength || Size || Special |- | Light Coilgun || 1 || 20/40/80 || 150 || 2 || 2 || Flesh Shredder |- | Heavy Coilgun || 2 || 40/80/160 || 300 || 3 || 3 || Flesh Shredder |- | Spike Rifle || 3 || 30/60/80 || 30 || 4 || 4 || AP 2, 9-again |- | Nailer || 1 || 20/40/80 || 30 || 2 || 2 || AP 1 |- | Railgun (solid shot) || 5 || 200/400/800 || 5 || 3 || 3 || AP 3 |- | Railgun (submunition) || 5 || 20/40/80 || - || - || - || AP 1, 9-again |}
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