The Anomalous Armory

What does this suggestion change/add/remove:
This suggestion puts forward a new piece of tech for MTFs that gives them a new piece of equipment. This piece of equipment comes from a new system called the "Anomalous Armory" which would have basis in RP and in gameplay.

Has something similar been suggested before? If so, why is your suggestion different?:

Yes, It was something suggested earlier this month with the E-11 Marksman suggestion thread.

Possible Positives of the suggestion (At least 2):
  • Would provide new RP loops for RSD, MTFs, and potentially further
  • Provides fresh and interesting ways for MTFs to interact with the repetitive gameplay loop.
  • Potentially adds a new RP/Raid incentive for CI?

Possible Negatives of the suggestion:
  • Unironically, dev time.
  • No real way to determine balance until tested

Based on the Positives & Negatives, why should this suggestion be accepted:

Here goes.

The Anomalous Armory is a proposed gameplay system designed to add depth to the current combat loop that exists within the server, whether that is with E-11, Nu-7, et cetera. It would be an RSD-first system, what this means is that any anomalous weapons would have to first be designed, documented, and approved by Research before it can be used by a member of an MTF. This system is called The Terminal.


The Terminal would function by introducing a new RP and gameplay loop. A new system arises from tests where Researchers can opt into studying the anomalous properties of SCPs themselves rather than how the SCPs interact with stimulus like how current tests are ran. This could be built on the chemical system, which would give SCP chemicals more depth, or it could be a new kind of system that would factor into tests. Collecting this data would allow for blueprints to be made in The Terminal. The blueprints would have some functionality similar to the SCP that the data was collected from. New blueprints could be proposed and made but would fall on SL to implement. The process of creating a weapon or piece of equipment from the blueprint would be a cooldown, similar to Advanced Armory's 30-minute pickup cooldown. This would help prevent MTFs from just constantly having overtuned gear. Furthermore, creating this gear would cost warfunds, which means MTFs that need a specific anomalous gear would have to shell out the money for it, incentivizing them to earn more warfunds.

Anomalous Weapons would have a decay property. They would degrade over time with use and once expended they would be stripped from the player's inventory. This would enforce the same kind of scarcity that one time AA pickups have and would cause players to consciously think about how they use it rather than to take it for their own whims.

CI would also benefit from this system. They would have their own system of anomalous armory that they could expand upon. As you know, CI do not currently have any of the SCPs in their testing loop, which forces them to raid to acquire chems or do tests. This new system would give them an incentive to steal SCPs for testing or to send DCs to acquire anomalous data for blueprints. This would provide another layer for security teams within the Foundation as they would be incentivized to prevent CI from achieving this goal.

Some ideas for the anomalous gear would include:

NREM Cloak - This would be an item that achieves a similar effect to 966 skin and can be enabled/disabled by the user with a limited number of uses. Degrades the longer its used and disappears after 30 seconds of accumulated use.

The Gauss Rifle - See my previous suggestion for the E-11 Marksman, derived from TG/8837 data.


Bloodhound Rounds - Applies a tag onto an SCP or player location that pings once every 2 seconds, similar to the binoculars tagging feature that already exists. Wears off after 10 seconds or so, derived from 939 data.

Proximity Alarm - Would be a one time use item that can be set down like a SLAM, sounds off when something crosses its field of activation.

Cateye NVGs - A form of NVGs that would give the cateye effect when used, derived from 860-2 data.

Medieval Carapace - An exosuit that would function like 7722's armor, requiring breaking down before being able to damage the host.

Obviously, these are just my ideas. I would like to open the floor to RSD leadership to posit any ideas of their own as they are the best and brightest when it comes to testing and SCPs. I would also like input from CI players, particularly those interested in R&D, as their combat acumen can help provide helpful insight on how this system might work. Finally, something like this can already be implemented with the givable GMSwep that GMs have, however that system has a handful of limitations such as being restricted to only GMs or the clunkiness of viewmodels.

I implore everyone to leave their thoughts below and I would love for staff to give their opinions on why this system would or wouldn't work.
 
+Support


This suggestion introduces a highly ambitious and structurally sound system that could substantially expand both gameplay complexity and roleplay opportunities across multiple factions. Rather than functioning as a simple equipment addition, the proposed Anomalous Armory establishes an entirely new progression framework centered around research, resource investment, and strategic deployment.


The primary strength of this concept lies in its ability to create interconnected gameplay loops between RSD, MTF, and CI. By requiring anomalous weaponry and equipment to be researched, documented, and developed before deployment, the system reinforces the relevance of Research while simultaneously providing MTF with more diverse tactical options. This approach moves beyond traditional combat repetition and instead promotes long term progression, planning, and faction coordination.


Several notable advantages include:


• Expands the practical purpose of Research and SCP experimentation
• Provides MTF with specialized equipment beyond conventional combat tools
• Introduces additional raid and infiltration incentives for CI
• Encourages strategic resource management through warfund costs and cooldowns
• Reduces repetitive combat loops by adding technological progression systems


The inclusion of durability decay and limited use mechanics is particularly important, as this helps preserve balance while preventing anomalous gear from becoming permanent powercreep. Scarcity ensures these tools remain valuable strategic assets rather than standard issue equipment, which significantly improves both immersion and fairness.


From a roleplay perspective, the system is highly compatible with existing server dynamics. Foundation led anomalous weapons development is lore appropriate, while CI's potential access through theft or replication naturally strengthens faction conflict and creates more meaningful security objectives.


The primary concern is implementation complexity. Development time, balancing oversight, and blueprint design would require substantial staff involvement to ensure that equipment remains effective without becoming disruptive. However, these concerns are largely tied to execution rather than flaws in the underlying concept.


Overall, this suggestion represents a significant systems level improvement rather than a surface level content addition. If implemented carefully with phased rollout and strict balancing oversight, the Anomalous Armory could provide one of the most impactful gameplay expansions for the server by enhancing progression, faction interaction, and roleplay depth simultaneously.