This is the general list of STARTING weapons, you can have any combo you want, but I preffer a loadout that works together. You may have any amount of any weapon you want, but I have to verify it to make sure it isn't unrealistic and rediculous (such as 4 sniper rifles and 50 grenades, that is a no-no)
Rifles:
CX IV Anti-Material Rifle: Gun is rather blocky in shape. Having two barrels, one stacked on the other, it alternately shoots between the two at rapid speeds. Gun features grip and iron sights.
Ammo: Anti-Material CX IV Ammo clip, holds 250 shots per clip
Damage detail: Anti-matter disperses one atom per atom of anti-matter, giving it a disintegration effect. The gun is good for, but not perfect for, anti-armor and general use. Anti-Matter only destroys what it touches, meaning that the hole you make with a shot will only be as big as the shot. Armor penatration: 2 inches, period. Gun makes high-pitched hissing/whining noise when fired, similar to mosquito noise but louder. Full auto only.
Warning: Clip explodes with hand-grenade force if shot, disintegrates all within a 5-foot bubble (clip is INSIDE the gun)
H-7 MAW (Main Assault Weapon): A standard assault rifle, features red-dot sight and spare clip holder on the side. Burst, semi-auto, full-auto.
Ammo: H-7 Clip, holds 25 rounds per clip
Damage detail: Standard bullets with decent armor penatration
H-9 Avenger: A semi-automatic rifle, features ACOG scope with red-dot sight. Great accuracy, semi-auto only.
Ammo: H-9 Clip, holds 18 rounds per clip
Damage detail: Bullets with good armor penatration
Shotguns:
RT-12: A standard pump-action shotgun, features iron sight and choke.
Ammo: 12 gauge shotgun shells, holds 6 in the gun
Damage detail: Bad armor penatration from a distance, good armor penatration at close range
RN-M-12: A 12 gauge shotgun designed to shoot around corners, uses materialization technology to ready a new shell upon firing. Features camera under barrel for around-the-corner shooting and choke. Semi-automatic.
Ammo: MDC (Materialization Drive Cartridge) holds charge for 25 shots
Damage detail: Same as 12 gauge pump shotgun
Warning: EMP kills this gun
RF-12: A standard-sized shotgun with a revolver-stile chamber (cannot be removed). Features iron sight. Semi-automatic.
Ammo: 12 gauge shotgun shells, holds 12 in the gun
Damage detail: Same as 12 gauge pump shotgun
Warning: Gun is not as accurate as the RT-12, and is prone to jamming
Handguns:
TP-1: A standard handgun, features iron sight. Semi-automatic.
Ammo: TP-1 clip, clip holds 16 bullets
Damage detail: While a trusty and accurate sidearm, it isn't very strong, minimal armor penatration at best.
TP-2: A stronger version of the TP-1, features iron sight. Semi-automatic.
Ammo: TP-2 clip, clip holds 9 bullets
Damage detail: Decent armor piercing, still not as good as an assault weapon or shotgun however
Warning: beware of recoil
TP-M-4: Identical to the TP-1 but uses materialization battery. Semi-automatic.
Ammo: MDC (Materialization Drive Cartridge), holds charge for 26 bullets
Damage detail: Identical to the TP-1
Warning: EMP kills it
577 'Hammer': Hardly a handgun, the hammer is almost the size of a sub-machine gun. It fires one round before having to be reloaded, cock it like a shotgun to empty the chamber of the shell. Features iron-sight. Shells are a little larger than a .50 cal. shell. Uses gauss technology to accelerate bullet.
Ammo: 577 shells, gun holds 1 at a time.
Damage detail: Not super-effective against armor piercing, but anything but that is going to be blown apart.
Warning: EMP kills it.
Sniper rifles:
SN-7: A good, balanced sniper rifle. Features cope w/ red dot retical and stand.
Ammo: SN-7 clip, clip holds 7 bullets
Damage detail: Better armor piercing, but not good for super-thick armor
575 'Sledgehammer' Variable Rifle: Rifle uses 'gauss' technology to accelerate heavy bullets to a high velocity, features electronic scope w/ infrared and night vision settings, stand, and charge indicator. Note: gun can use 1 of 4 types of 575 cells, each with a different power output.
Ammo: 575 clip, clip holds 3 shots
Damage detail: Cell 1: a little better than the SN-7, is silenced. Cell 2: Armor-penatrating, not silenced. Cell 3: Charged, heavy armor penatration, very loud. Cell 4: -no info-
Warning: EMP kills it
Grenades and explosives:
Hand grenade: you know what this is, I don't need to explain it.
Thermite Grenade: Explodes like the hand grenade, but sprays red-hot thermite everywhere, burning through whatever it touches (some things can't be burned through, just fyi). Uses pull-pin. Explodes in 10 seconds.
Throwing-knife grenade: Twist the end of the handle and throw...it works exactly how you think it would. Explodes in 4 seconds.
Anti-matter charge: Works like C-4 but with ani-matter. Blows up with a press of a button. Disintegrates all within 5 feet.
Anti-matter grenade: Same as the charge, but you can't stick it to a wall. Still remote-detonated. 5 foot radius.
Plasma grenade: UNLIKE HALO, this plasma grenade emits a flash of super-intense red light (plasma) that burns everything within 12 feet, diminishing in intensity as the distance increases. Inner 3 feet disintegrates combustable material, middle 4 feet is burned severely, outer 5 feet is burned and caught on fire if combustable. Uses pull-pin. Explodes in 10 seconds.
Blades:
Combat dagger (or knife): A 7-inch stainless steel blade featuring a serrated edge near the grip.
Throwing knives: you know what this is.
Anti-material knife/dagger: Uses magnetic strips to guide anti-matter along the 6 inch blade. Beware of 2 minute battery life. Uses X-Cell type 1. It can cut through anything...but beware...IT CAN CUT THROUGH ANYTHING.