My Ideas for videogame weapons/weapon ideas for sci-fi action stories:
1. Transforming Gun Gauntlets
An explosive lightning punch, throwed objects booster, pneumatic antigravity lift protocol, and making gun shapes with your hands fires bullets out of your fingertips. Great for Mortal Combat-style takedowns. The guns are limited to 9mm bullets and basic shotgun rounds and slugs, so this is essentially the weapon you'd only want to use when you run out of ammo as the ammo is created from energy created by turbines that dig into the player's Ulnar Artery with a reverse e=mc^2 equation, with each pulse rotating the microscopic wheels. Takes 10 seconds to re-generate 60 rounds of ammo thanks to it's microscopic quantum proccessor and small colony of nanobots that heal the player as well as store body heat to generate constant energy pools. The gloves can also hack into almost any device and create a dynamic hud on the player-character's vision.
2. belt-fed, rotating cylinder grenade launcher. 5 bouncing-grenades per second with mild homing factor.
3. Flamethrower with explosive flechettes belched inside the flames.
Technically heat-seeking plasma and not fire, this ionized, nanomachine-generated plasma flamethrower takes basic carbon chunks as fuel and the nanomachines re-atomize it into basic plasma. Secondary fire mode lanches a swarm of nanomachine-explosive flechette rounds that once penetrated into one's enemy, fuses with it's armor to create an explosive flechette burst. This burst does not create more flechette from victims caught in the burst. Great for mobbing. The alternate fire has a 2 minute cooldown and lasts 15 seconds.
4. A homing, armor-piercing throwable dart that circles through multiple enemies before returning to one's hand. Good for 5 uses, 30 enemies per throw. Like Rip Van Winkle's Magic Bullet from hellsing
5. 7-league boots with double jump
Basically like titanfall's jumpkits only with mach-15 speeds.
6. Nanobot Swarm Pellet Machinegun
These nanobots can be customized to deatomize raw atomic material into basic elements needed for crafting. It would take 10 seconds to deatomize a human being causing excruciating amounts of pain. This mode would consume 12 pellets per second. Another mode would be a homing swarm of nanobots creating a 15-second berserk mode for your enemies, causing them to attack their compatriots before exploding into blood pinatas.
7. explosive homing chainsaw rocket launcher
This chainsaw would fly through the air, chewing through the armor of heavily armored enemies and mech suits before exploding into explosive flechette rounds. One round per 50 seconds. Maximum ammo count of 9.
8. Railgun Katana
This laser katana can be held like up by one's face with two fingers pressed against the activation beacon (nerds will know the pose) and it would shoot railgun blasts. Essentially a Lightsaber that shoots laser blasts.
9. Triple-shot homing drone swarm launcher
This drone swarm lancher is the big daddy version of the throwable dart launcher with the same deatomization mechanic as the nanobot swarm pellet lancher.
10. Dart-spike shotgun
This shotgun shoots a combination of small and large spikes similar to jungle rounds. Unlike the throwing spike, these rounds do not have a homing factor but instead use antimatter energy drives to generate enough intertia to plow through 50 enemies. The weapon instead uses laser-targeting algorythms to dynamically adjust spread and choke according to how close or how far the enemies are from the player.
11. Cyborg-Slave Knife
The rarest and most powerful item in the game, this knife is filled with nanomachines that can only be activated by a backstab on an unsuspecting target. Each knife has 2 uses and a third use that is half as effective. Once the blade is in your opponent for 3 seconds, the nanomachines brainwash your target and link them to your cerebral cortex antenna, allowing your enemies to become Friendly NPC's that fight with you. When they take enough damage, berserk mode becomes activated and they explode into Blood Pinatas. Large enemies may take multiple blades to convert, but bosses can be converted only once their health bars are drained for a nonlethal finisher.
12. Warp-Field Multiple Implosion Grenade
This grenade generates an inertia-boosting antimatter energy field around it to plow through 8 enemies with mild seeking factor. Each enemy will implode, sucking 3 enemies with it. The grenade targets the center of each group of enemies. For large enemies and bosses, the Grenade instead latches onto the enemy and slowly decomposes its armor.
13. Nano-alchemy Personal Nano-Drone Swarm.
This is the basic crafting element. The drone swarm can only be used when not in combat and deconstruct enemies' biomatter into usable ammo and currency. When not in combat, they are stored in the player's backpack and deconstruct and reconstruct the player's inventory on command for near-limitless storage capacity.
14. Homing-spike autorifle
This autorifle fires a constant stream of 150mm homing spikes that dig through enemies like a snake.
15. Warp-Field Barrage SMG
This side-loading smg fires a spread of burrowing rounds with a weak Warp-Field Inertia generators. Great for crowds of enemies, but the weaker intertia field makes it only useful for smaller enemies and must be used up close. Secondary fire creates a non-warp field implosion grenade that aborbs surrounding enemies for a 3-foot radius. 500 rounds per second. 90,000 rounds per clip thanks to a nano-alchemy drone buffer.