Here is my stats for some of the weapons from the Time Splitters video game series
Pistols
Flare Gun(TS3)Dmg:3d6(Fire).Crit:20. Range Inc: 20ft. Burst Radius:10ft. Ref15. RoF:single. Mag:1(int). SZ:Med. Wgt:4lb. Purchase DC/Res:14/Res. PL4.Reload:Full Round
--This combat Flare gun is a highly destructive but highly inaccurate weapon. The flares set targets and nearby combustable objects on fire.
LX-18(TS3)Dmg:2d6(Ball). Crit:20. Range Inc:30ft.RoF:s. Mag:18(box) SZ: Small. Wgt:2lb. Purchase DC/Res: 20/ Res. PL6. Reload:Move Action
--An ultra compact autoloader. This weapon can attach a specilized silencer with entegrated scope(x1.5 range increment).
Sci-Fi Pistol(TS3)Dmg2d6(Ball/Energy). Crit 20. Range Inc:40ft. Rof:S. Mag:16(box) SZ:Med. Wgt:4lb. PDC/Res: 18/Res. PL7.Reload Move Action
--A powerful automatic pistol with a specialized targeting optic (+2 on attack rolls when used), also can be set to make skip shot attacks as a move action without the feat.
Automatics
Machinegun(TS3)Dmg:2d6(Ball).Crit:20. Range Inc:50ft. RoF:S,A. Mag:32(box)SZ: Med. Wgt:4lb.PDC/Res:21/Res. PL5.Reload:Move Action.
-- An ultra compact MP5.
Sbp-500(TS3)Dmg2d8(Ball)Crit:20. Range Inc:100ft. RoF:s,a.Mag:64(box), SZ: Large. Wgt:9lb. PDC/Res: 23/Mil. PL6. Reload: Full Round.
--The P90 scaled upto a full sized assult rifle integrated suppressor and 1200+rounds per minute rate of fire.
S47 Soviet(TS2)Dmg2d8(Ball) or3d6(Slash). Crit 20 or -. Burst radius/Reflex save -or15ft/15. Range Inc:70ft or 60ft. RoF: S,A or Single. Mag: 30(box) or 1(int). SZ:Large. Wgt:10lb. PDC/Res:19/Mil.PL5 Reload:Full Round.
--The AkS with a built in gernade launcher (represented by the or stats) and weighted to be fired one handed(-2 Attack) or Dual Weilded(-2 attack for each weapon in addition to penilties for fighting with 2 one handed weapons.)
Soviet Rifle(TS3)Dmg 2d10.(Ball). Crit:20. Range Inc:70ft. RoF:s,a. Mag: 30 (box), SZ: Large. Wgt:11lb. PDC/Res: 17/Res. PL5. Reload: Move Action.
--A blend of the FN FAL and H&K G3 assault rifles.
Tommy Gun(TS/TS2) Dmg2d6(Ball). Crit:20. Range Inc:30ft. RoF:S,A.Mag:32 (box). SZ: Large. Wgt:7lb. PDC/Res: 18/Res. PL4. Reload: Full Round
--A vaiant of the standard Thompson feed by 32 round drums and follows the same dual weilding rules as the S47.
Longarms
Sniper Rifle(all)Dmg2d10(ball). Crit 20. Range Inc90ft. RoF: Single. Mag:5(box), SZ: Large. Wgt:8lb. PDC/Res: 19/Lic. PL5. Reload: Full Round.
--A veteran of all three Timesplitters games, this bolt action rifle can accept a varity of scopes from video-optic, to nightvision and standard. It can be loaded with Magazines or Stripper clips.
Tactical 12gauge(TS2/TS3)Dmg2d8. Crit 20. Range Inc:40ft. RoF: Single. Mag: 8(int) SZ: large. Wgt:6lb. PDC/Res: 17/Lic. PL5. Reload:Full Round.
-- A reliable Pump shotgun.
.303 machine gun(Heavy Machine Gun Proficiency): dmg: 2d10 (Ball), Crit: 20. Range Inc: 90ft. Rof:A. Mag: Linked. SZ: huge (33lb). Purchase DC: 22. Mil PL4.
The generic heavy machine gun of the various enemy forces.
the Monkey Gun
Damage: 4d6. Piercing. Crit: 20. Range Inc.: 60ft. RoF: A(special). Mag: 1(Box) (Special). SZ: L. Wgt: 7lb. Purchase DC: 27 Res: Ill+4.
This weapon bares a striking resemblance to the Kriss Super V sub gun, however the destructive power of this weapon greatly exedes the Super V. The Monkey gun is a type of rail gun (this may or may not be cannon but it's the only thing that makes sense to me) that uses specialized magazine packed with 64 flechettes. On an auto fire attack it hurls them all into a 10 x10 foot square (Ref 20 for half damage) A burst fire attack adds 4d6 but still uses the entire clip.
Here are two of my favorite TS2 energy weapons.
Plasma Auto Rifle(PL7) A powerful Assault rifle/SAW hybrid with integrated grenade launcher Size: Large. Wgt:13lb Purchase DC: 28. Res: Mil +3
Rifle Dmg: 3d10 Type Fire Crit: 20. Range Inc: 80ft. RoF: S,A (must me be allowed to cool for one round after six consecutive Auto fire attacks.) Mag:200 (Power cell).
Plasma Grenade Launcher Dmg: 8d6. Type Energy. Range Increment 70ft. RoF: single Mag: 1 (int). Burst 5ft. Ref: 17. Grenades detonate 1 round after deployment or if they take 5 or more points of damage. The shooter may make a ranged touch attack to "stick" the grenade to his trarget.
Sci Fi Pistol(PL6). One of the oldest futuristic weapons in TS2 this weapon is fielded by riot officers in 2016 and is still in front line service in the mid 24th century. The shots from this weapon ricochet off of just about any surface. This allows the shooter to make skip shot attacks with out the feat, but on an attack that fails by five or more points comes back at the shooter (Attack roll shooter's Base -2 Damage, standard skip shot rules).
Specs
Dmg:2d6. Type: Electric. Crit: 20. Range Inc: 40ft. RoF: S, 3round burst (-2 attack +2d6[also applies to ricochets]). Mag: 30 (cell). SZ: M. Wgt: 4lb. Purchase DC: 21. Res: Mil+3
The Time Disruption Grenade(TS3) Dmg: 2d6+ special. Type: Concussion. Range Increment: 10ft. Burst Radius: 25ft. Reflex Save: 25ft. SZ: S. Wgt:1lb. Purchase DC:25. Res: Ill+4.
Invented between the years 2050 and 2052, and outlawed by international agreement in 2055 this weapon is perhaps the most powerful of all explosives ever seen in any Timesplitters game. Anything caught in the blast radius of a Time Grenade is knocked "Out of Phase" from the surrounding time line. Every living thing with in the blast radius must make a DC 16 Fortitude save or suffer from being knocked out of phase, the effect is identical to a slow spell cast by a 7th level mage. In addition any weapons capable of being fired multiple times per round are reduced to 1 shot per round. The effect last 1d4+1 rounds.
Silenced Pistol(TS2) 2d6-1(Ball). Crit 20. Range Inc: 30ft. RoF: S. 8(box). SZ: S. Wgt: 2lb. Purchase DC: 14. Res+2.
A Russian side arm most likely derived from the Tokarov TT 33 pistol, this weapon has a built in silencer. A DC 15 listen check is required to here the pistol being fired.
Pistol 9mm. (TS3) 2d6(Ball). Crit: 20. Range Inc: 30ft RoF: S. Mag: 8(box). SZ: S. Wgt: 2lb. PDC: 15 Lic+1.
Combining design ascetics of Berrettas and Desert Eagles, this pistol can accept a special silencer with integrated scope(x1.5 range Inc).
Here is a TS2 weapon which is weird
The Grenade Launcher Dmg: varies Damage type: Varies. Crit:-- Range Increment 60ft RoF: S. Mag: 6(cyl) SZ:L Wgt: 15lb PDC: 20 Res: Mil+3
Grenades
Cluster: The cluster grenade is a bundle of three grenades, when fired at a targeted square they deal 2d6 damage per grenade and the shooter rolls three times on the deviation chart. Alternately the the Grenades can function as impact grenades detonating when they hit a target with a creature type and dealing 4d6 damage. Missing the target results in the shooter rolling on the deviation chart. Cluster grenades always scatter when they hit a vehicle, building, mecha or starship. Dmg: 2d6/4d6 type:Concussion, Crit:-- Burst radius: 10ft. Ref; 15. Purchase DC: 14 (For 6) Res: Mil+3
Incendiary grenade: This is a basic incendiary grenade however once fired it will continue to burn for 1d4 rounds forcing anything that enters the five foot square it occupies to make a DC 17 Refiex save or catch fire. Any thing caught in the initial faces standard rules for catching fire. Dmg: 2d8 type: fire. Crit:-- Burst radius: 10ft. Ref 17. Purchase DC: 17 (For 6) Res: Mil+3