Now that it's crossed my mind, and while it's still fresh, I might as well put up the Assault and Sniper/DMR Laser Blasters of the UCE. If anything, it'll be a useful template for faction/national versions later on in my setting.
UCE Varunastra-type PA Assault Laser Blaster
The standard fireteam support directed energy firearm of the regular armed forces of the Federal Earth Union of Colonial Settlements and Nations (aka United Colonies of Earth or UCE), the Varunastra-type is a combination fully automatic laser blaster with an underslung gauss gun in bullpup configuration due to its primary theater of operation being confined spaces such as onboard spacecraft, space stations, and off-world settlements lagrangian O'neil-type colonies.
The assault laser blaster portion of the Varunastra-type itself is of a folded laser design with a solid-state medium and reflex sight in addition to back up iron sights for close quarters engagements. The laser emitter itself, protected by a flip-open lens cover, is set for medium-range combat whose effective combat range can be augmented with external and interchangeable secondary lenses that either increase or decrease said combat ranges to match the expected condition, with minor focus adjustments upon the module itself, though generally the Designated Automatic Gunner or DAG typically limits the secondary lenses to just close quarters and rarely for long distances unless mission objectives justify the inclusion. The assault laser itself, pulsed to have the equivalent impact of a contemporary bullet, has two modes of operation: Anti-Materiel and Anti-Personnel, with each subdivided into burst and fully automatic. Though the Varunastra-type is able to utilize the same Magazine-type Capacitors as found upon the Ichaival-type to ease logistical strain upon the fireteam, the assault laser blaster requires extensive cooling systems typically mounted upon either the DAG themselves or ferried by the Assistant Automatic Gunner or AAG.
The Gauss Gun portion of the Varunastra-type is a fully automatic blowback operation fed by a detachable box-type magazine with a capacity of sixty rounds. The Gauss Gun is typically utilized in tactical situations when the Assault Laser Blaster is inappropriate such as anti-DEW Force Bubbles and Force Walls. Each Gauss Round is effectively a cartridge with an internal piston-type kick-charge to propel the sabot shot through the gauss acceleration rings and downrange. The muzzle of the Gauss launcher is also able to serve as a bayonet mount for vibro-knives and diamonoid carbon spike bayonets in close-quarter anti-PA duties, though generally this is rare for the DAG and generally a sign of desperation.
However, the size and mass of the Varunastra-type make deployment to un-augmented military personnel all but impracticable.
Laser Assault Blaster, Anti-Personnel Burst
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Assault Blaster, Anti-Personnel Full Auto
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Low Penetration (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Battle Blaster, Anti-Materiel Burst
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Battle Blaster, Anti-Materiel Full Auto
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Impairing (+10); Overwhelming (+15); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Inaccurate x2 (-10); Low Penetration (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Gun, Burst
Area Effect (+10); Armor Piercing x2 (+10); Effective x2 (+10); Ranged (+0). Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Gun, Full Auto
Area Effect (+10); Armor Piercing x2 (+10); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Unique, Minimum of Strong +2 (-10); Unwieldy (-5); Weapon (-5)
Vibro-Bayonett
Armor Piercing x2 (+10); Impairing (+10). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
UCE Pashupatastra-type Sharpshooter Laser Blaster
The standard long-range support directed energy firearm of the regular armed forces of the Federal Earth Union of Colonial Settlements and Nations (aka United Colonies of Earth or UCE), the Pashupatastra-type is a combination semi-automatic laser blaster with an underslung gauss gun in bullpup configuration due to its primary theater of operation being confined spaces such as onboard spacecraft, space stations, and off-world settlements lagrangian O'neil-type colonies.
The sharpshooter laser blaster portion of the Pashupatastra-type itself is of a folded laser design with a solid-state medium and reflex sight. The laser emitter itself, protected by a flip-open lens cover, is set for long range combat whose effective combat range can be augmented with external and interchangeable secondary lenses that either increase or decrease said combat ranges to match the expected condition, with minor focus adjustments upon the module itself, though generally the Designated Sharpshooter or DSS typically limits the secondary lenses to just medium range and rarely for close quarters unless mission objectives justify the inclusion. The laser itself, pulsed to have the equivalent impact of a contemporary bullet, has three modes of operation: Anti-Materiel, Anti-Personnel, and Stun.
The Gauss Gun portion of the Pashupatastra-type is a semi-automatic blowback operation, with the option to be a push-forward pump action, fed by a detachable box-type magazine with a capacity of twenty rounds. The Gauss Gun is typically utilized in tactical situations when the Sharpshooter Laser Blaster is inappropriate such as anti-DEW Force Bubbles and Force Walls. Each Gauss Round is effectively a cartridge with an internal piston-type kick-charge to propel the sabot shot through the gauss acceleration rings and downrange. The muzzle of the Gauss launcher is also able to serve as a bayonet mount for vibro-knives and diamonoid carbon spike bayonets in close-quarter anti-PA duties, though generally this is rare for the DSS and generally a sign of desperation.
However, the size and mass of the Pashupatastra-type make deployment to un-augmented military personnel all but impracticable.
Laser Sharpshooter Blaster, Anti-Personnel
Affinity, Energy. Accurate x3 (+15); Effective x3 (+15); Ranged (+0). Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Sharpshooter Blaster, Anti-Materiel
Affinity, Energy. Accurate x3 (+15); Effective x3 (+15); Impairing (+10); Ranged (+0). Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Sharpshooter Blaster, Stun
Affinity, Energy. Accurate x3 (+15); Effective x3 (+15); Paralyzing (+10); Stunning (+10); Ranged (+0). Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-5); Unique, Minimum of Strong +2 (-10); Unique x2, Luck Dice Check for successful outcome (-10); Weapon (-5)
Gauss Gun
Armor Piercing x2 (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Vibro-Bayonett
Armor Piercing x2 (+10); Impairing (+10). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Come to think of it, I never even addressed grenades.
UCE Olifant-type Plasma Shock Grenade
The standard less-than-lethal room clearing explosive of the UCE, the Olifant-type Plasma Shock Grenade is unique among infantry-scaled explosive ordinances of the galaxy in two ways; it has two settings and is reusable.
The first setting, Plasma Stun, radiates a powerful burst of energy throughout a room to stun and paralyze the occupants within and allows the breaching team to enter largely without threat of immediate retaliation. However, its use is limited due to the need of a conductive atmosphere for the plasma energy explosion to propagate. The second setting, Plasma Flash, overwhelms the occupants of the room with a blinding flash of light that disorients long enough for room clearing and pacification. This mode works within and without the presence of a conductive atmosphere.
Though of limited use in an open battlefield, in the confined spaces of close quarters combat and breaching, the Olifant-type are more than ideal; especially when it deals with the objective of capture instead of obtuse destruction. The only limitation is the amount of time needed to charge the Olifant-type and the number of times each Plasma Shock Grenade can be used in turn.
Plasma Stun
Affinity, Energy. Area Effect x2 (+20); Effective x3 (+15); Impairing (+10); Paralyzing (+10); Ranged (+0). Activation (-10); Ammunition x2 (-10); Inaccurate (-5); No Damage (-20); Requirement, Atmosphere (-5); Weapon (-5)
Plasma Flash
Affinity, Energy. Area Effect (+10); Blinding (+20); Effective x2 (+10); Stunning (+10); Ranged (+0). Activation (-10); Ammunition x2 (-10); Inaccurate (-5); No Damage (-20); Weapon (-5)
UCE Agneyastra-type Plasma Strike Grenade
The standard infantry-scaled explosive ordinance of the UCE, the Agneyastra-type Plasma Strike Grenade is noticeably unique among similar munitions across the galaxy in that it has two settings; Plasma Shock and Plasma Fragmentation, though only the former is reusable as the latter is effectively an offensive self-destruct device.
The first setting, Plasma Shock, radiates a powerful concussive force that defeats even armored individuals without kinetic penetration, instead it produces a longitudinal wave through the target's body and effectively crushes the internal organs from the inside out and severely injuring them if not outright kill them. The second setting, Plasma Frag, sends out a sphere of plasma-accelerated fragmentation throughout a space and penetrates most types of soft-armor at the expense of the Agneyastra-type itself.
Though of limited use in an open battlefield, in the confined spaces of close quarters combat and breaching, the Agneyastra-type are more than ideal to neutralize enemy combatants; especially if capture is not a priority. However, for the Plasma Shock setting, the Agneyastra-type has limited amount of energy to be utilized and requires time to be recharged.
Plasma Shock
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Activation (-10); Ammunition x2 (-10); Inaccurate (-5); Weapon (-5)
Plasma Frag
Affinity, Explosion. Area Effect (+10); Armor Piercing (-5); Effective x2 (+10); Impairing (+10); Ranged (+0). Activation (-10); Ammunition x3 (-15); Inaccurate (-5); Weapon (-5)