Just a topic made out of boredom with a lot of ideas. Feel free to add to the ideas, give feedback or post your own.
Weapons
LMG
faction: Phoenix point
class: heavy
info: LMG’s would be unlocked after researching on the alien mutations. These weapons are designed to put down accurate fire at medium range. unlike other weapons it has 2 fire modes, one that costs 1 action and one that costs 3, and its reload costs 2 instead of 1.
burst fire: costs 1 action is the more accurate of the two attacks but only fires 5 shots. good for dealing with smaller targets
full auto: costs 3 actions fires off 25 rounds (weapon has a 50 round belt) making it better for dealing with heavy targets.
reason for idea: heavies need a weapon that can be used after jetpacking, and I don’t know about you but I am tired of searching for heavies that I can give PDW/Pistol training.
living grenade (think snarks from half life)
faction: ANU
info: ANU lacks a faction grenade, this idea is to give them one. Living grenades are rather unique. they are modified alien slugs that act like a smart grenade. When thrown they will only detonate if an enemy is in the blast radius. if there is no enemy they will land and act like a slower moving spider mine that does fire and viral damage.
Spec ops gauss rifle
faction: NJ
info: a NJ AP Gauss assault rifle, that has been modified with an under barrel grenade launcher, suppressor, and laser sight. this weapon is an upgrade not a side grade to their standard rifle. with two abilities tied to it.
launch grenade: launches special 50mm grenades, these grenades come in 3 types and must be reloaded after each action. Launching costs 1 action reloading another (unless perked to not cost actions to reload). grenade types are standard, incendiary, and flare (lights up an area reducing accuracy of all in it, at night increases visual range instead)
toggle laser sight: 50% accuracy increase and 2 range bonus while on. Disables weapons stealth bonus while on. (this is more or less the swap between stealth and loud)
DMR
faction: independent
class: sniper
info: a half way between an assault rifle and a sniper, the DMR does less damage per hit then a sniper rifle and has a lower mag then an assault rifle, but makes up for it by having a good accuracy and some shred.
note: this one likely shouldn’t exist.
beam rifle
faction: synedreon
class: sniper
info: think the focus rifle from halo, this sniper has two fire modes, short beam which does 40 damage with 10 pierce to a single point for 2 action points, or focus beam which does 90 damage with 80 pierce to a single point. the difference between them is the short beam only costs 4 ammo while the focus costs 10 ammo. the weapon holds 80 ammo.
weapon roll: like many of the ideas here to give the player abit more control with their attack rate with out spending will points. via a fire mode. You can either go in for a high damage burst for more ammo but ignore most armor, or you can go for a low damage attack to a single point.
quirk: 100% accurate, its aim point is a dot.
slot
note: the slots for armor are way under used, we have what 2 back ones that require armor, 2 head ones one of which is so situational it isn’t funny, and one leg one. we need more of them. Bellow are ideas for doing just that.
ablative armor plates
faction: NJ/SYN
slot: chest
info: grants 100 HP to the user, this HP will take damage first and takes half damage from explosives but double damage from fire.
Hazmat system
faction: phoenix point
slot: head
requires: sniper or heavy helmet
info: makes user immune to poison and virus, stun has a reduced effect.
Scrambler
slot: head
faction: ANU
info: a helmet slot item that is a psionic scrambler, makes one immune to mind control but reduces their will by 2, and increases cost of all will actions by 1.
Spiked boots
Faction: NJ
info: spikes on boots, one can move into the tile of a grub to step on it and kill it for only the action cost of moving there.
shoulder mounted grenade launcher
faction: NJ
slot: back
class: assault
info: a 4 shot grenade launcher using the 50mm grenades mentioned in weapons. fires them in a volley to cluster bomb an area.
symbiotic beast
faction: ANU
slot: back
info: can be used on mutated soldiers, has three versions. these creatures have some relation their host allowing for some cool control. that said the relation can be parasitic, symbiotic, or in the last ones case just being a pet.
bat: a bat like creature that rides on the hosts back, it feeds on their blood supply (-1 strength while equpped) but gives them the ability to use it like a falcon ordering it to attack a creature at range or trigger overwatch fire. note the creature will drain health from its host if it is wounded.
slug nest: a large growth on the back, allows the soldier to deploy 2 phoenix controlled acid or fire slug (depending on type grown/manufactured) more or less an organic spider drone launcher similar to living grenade idea above. and yes they are launched like the Chirons ones are.
Rapoid: more or less a pet unlike the others this one is not on the soldier but spawns next to them, the creature is the combo of a scientificly accurate raptor (small chicken sized) and a fire fly. has 6 actions and 2 charges of a cone flamethrower. its attacks do minimal damage but bleed.
Noise suppressers
faction: SYN
slot: feet
info: high tech muffling items added to the shoes. +20 to stealth but at a cost of 10 armor on the legs.
shell shock system
faction: NJ
slot: head, torso, legs
info: a specialized limb protection system, reduces all explosive damage taken to limbs protected by 75% if all three slots are equipped with this, user takes 80% less damage from explosives in general.
Energy shield system
faction: SYN
slots: all
info: requires all three slots, when all are equipped creates a bubble around the user 3x3 wide. this bubble has 400 HP and targets inside of it can not be hit until it is destroyed. Note targets inside of it can not fire out. Though the user with this has a one action cost ability to turn it one and off. while off it regenerates 50 HP per turn.