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Post by Crowco Cooper on Jul 6, 2016 16:52:54 GMT
I bet you're getting really fucking excited about this after reading through all those boring things about factions and gods huh? Anyways here is some basic stuff you should know before going in.
Flavour: Attacking with weapons is not all that restricted. Just stay within reason and adhere to instructions of staff.
What is AP?: AP stands for armor penetration value. Certain types of armor or vehicles have AP values above 2, meaning they are completely resistant to attacks from weapons with a AP below its own. If your weapon's AP matches or exceeds the AP value of the armor you're targeting, then it will be able to do damage. When the AP of a weapon passes the value of 5, one can instead use +1 in the oriented stat value.
Damage: Most attacks incur some kind of damage. Depending on the type of damage they can incur, this leads to an injury. Different injuries can have different effects, depending on the limbs they target and the repeated success of their hits. Unless otherwise stated, any damage type can be assumed to incur a minor injury upon a successful hit. When an attack successfully hits - meaning it is not dodged or blocked in some manner - the possibility of an injury taking place is determined by two things. For one, the attack must have an equivalent or higher AP than the target. Second, the oriented stat of the attacker must be higher than the target's VIT. If the attacker's oriented stat is lower than the enemy VIT, a dice with as many sides as the point difference is rolled. If the dice hits 1, the hit will cause an injury.
Actions: The amount of actions, or in this case, attacks that can be used per round can be calculated on the basis of the oriented stat. For example, a weapon that requires STR will have its actions per round calculated by the caster's STR stat. If a weapon has multiple stat requirements, then the user takes the average of their related stats combined (rounded up after 0.5). When using different weapons with different requirements, the actions per round will be determined by the lowest score. Note that some weapons have exceptions to this rule. - Knives can attack 2 times per action. - Melee weapons can attack 1 time per action. - Bolt-action weapons can attack 1 time per 2 actions. Each attack gains a 1.5x bonus to its scaling. - Semi-automatic and pump-action weapons can attack 1 time per action. - Burst-fire weapons can attack 3 times per action. Each attack has its scaling lowered by a quarter towards landing a hit - Automatic weapons can attack 6 times per action. Each attack has its scaling halved towards landing a hit. 1-5 = 1 action per round. 6-10 = 2 actions per round. 11-20 = 3 actions per round.
Reloading: Reloading takes a single action, unless otherwise stated. If a weapon is 'hand loaded', it means it must be reloaded after every shot.
Dualwielding: When dualwielding weapons, you can perform attacks with both weapons in the same, singular action.
Custom weaponry: Custom weaponry can be made through professions such as gunsmiths and blacksmiths.
Loadout: Although you can only have two weapons. A two-handed and a one-handed, you will always be equipped with a knife on the side of these weapons. Some weapons such as melee weapons and submachine guns can double as one-handed or two-handed. It is possible to hold two one-handed weapons instead, just in case if you plan to dual-wield or simply prefer one-handed weapons.
Layman's introduction to weapons
General rules Generally speaking, slower weapons are harder hitting and more accurate while quicker weapons hit less harder and are inaccurate. This has some benefits and drawbacks. For example, automatic weapons - which have a good 6 attacks per action - are very useful for that are dodging, as dodging only allows one attack to be dodged per action. This means automatic weapons quickly exhaust dexterous opponents. They however struggle with tankier builds. When dealing with heavy-set enemies with high VIT scores, a slower but harder hitting weapon can be very effective as it is more likely to exceed the defensive score and thus land a guaranteed hit. To put it in simple terms: Targets with ---- weak to --------- strong against High VIT ----- slow and heavy ---- quick and light High DEX ----quick and light ------ slow and heavy
Knives Fixed blade knives The most common and reliable type of knife you can find. 'Fixed blade' means the knife's blade is a singular piece of metal that goes from the tip all the way down into the hilt (the part of the knife you can hold). Due to this specific method of construction, the knife is very reliable and sturdy.
Folded blade knives Unlike the fixed blade, a folded blade has moving parts. This is for the intention of making the knife smaller and folding it into the hilt to prevent it from cutting anything by accident. This abbility to become smaller makes it easy to hide. But due to less sturdy fixation of the blade and the moving parts required for such a mechanism, it can be less reliable and easier to break.
Spring-action knives Compareable to folded knives, these knives can be retracted or extended from the hilt. The difference is that these knives work on springs, which gives it both the advantage of faster deployment over a folded knife, but also more moving parts which means it is easier to break and requires more upkeep. Remember: More moving parts = less reliable + more upkeep.
Swords Northern-european Swords come in MANY shapes and sizes. The important part to remember about them is what region their design comes from. Northern-european are one of the most trade-mark swords in the world. Their designs can be dumbed down to two eras. The medieval style; A straight, double edged blade with a straight crossguard at the hilt (AKA Crucifix form). And the renaissance style; A curved sabre, or very thin straight blade with elaborate handguard. (Sabres and rapiers) Medieval styled swords are generally very reliable, weighing anywhere between a few hundred grams to 2.5 kg. They were made to clash with heavy armour, meaning they are capable of both stabbing into exposed spots as well as clamour against the steel of the armour with the blade for extended periods of time without dulling too much. Bastard swords and longswords are often confused. Bastard swords - or 'one-and-a-half swords' - are made to have a hilt where one can hold the sword both one-handed or two-handed, with a weight to respect both manners of wielding. This is contrary to the popular belief that bastardswords are exclusively two-handed. Longswords are exclusively two-handed weapons, contrary to the popular belief that they are one-handed/two-handed weapons. Sabres and rapiers became more popular in the rennaisance respectively with how less common heavy armour became. With no longer any need to get through steel, the swords were instead made to focus on less resilient targets. Sabres were perfect for cavalry, as their curved blades made for excellent slashing from elevated positions. The rapiers on the other side were considered a sophisticated weapon, being incredibly sharp but also incredibly fragile. Their blades have the abbility to bend very easily, which is to blame for their composition which heavily favoured sharpness over being hard, solid pieces of steel.
Japanese Japanese are famous for their weapons, for which hollywood is largely to blame. Weapons like the katana are immediately recogniseable as 'the samurai sword' with its slightly curved and razorsharp blade. Katana's and their varrying differently named siblings are all generally made with the same design in mind. A slight curve for enhanced cutting, a sharp tip, and an equally sharp edge. In japan, where iron was a rare resource, armour often consisted of leather and wood, if there was any to speak off at all. Besides this, only the rich and well trained could manage getting their hands on these weapons. This accumilated to the weapon being designed for a very specific type of battle; Cutting down as many untrained and unarmoured targets as possible, whilst keeping the cost of metal to a minimum. This made for the slashing edge, and questionable durability (they were very durable, but only if handled properly. An untrained swordsman would likely break/chip them in a few slashes, while a trained samurai could use them for hours continuously without chipping.) The term "folded over a thousand times" comes from the metallurgy process of making the blades that required folding the blade over repeatedly. This was to both spare expenses of production, and to assure the composition of the blade to be very sharp without it becoming too wiggly like a rapier would.
Blunt Axes Axes are a bit weird. They're somewhere in between blunt weapons and swords. They're.... Bladed weapons that are used the same way blunts are. They come in three forms. The one-handed hatchets. One/two handed axes. And two-handed greataxes. They all work in quite the same manner: Chop. They barely every have any kind of stabbing abbility. But due to their weight, sharpness, and locational density, they make for superior slashing weapons.
Flail Flail's are a weird subject of blunt weaponry. They work with a chain or rope, having a hilt on one end and a ball or spiked blunt on the other hand. Using the power of centrifugal force, these weapns can stike very hard, but they do poorly in repeated attacks when not in properly trained hands.
Hammers The difference between a hammer and a mace is the focuspoint. A mace will be able to deploy blunt trauma equally effectiv at every angle of the weapon. But the hammer is made to specifically hit with one or multiple angles. This makes them far more capable at piercing armour (rather than dent it) but also implicates less wieldiness.
Mace Maces (and batons) are the gold standard of blunt weapons. That's for a reason. They're easy to use, effective, potentially non-lethal and very easily made. You can make just about any object into a mace. Bunch of broken twigs? Wind them together! Scrap metal? Take a pipe and you have a baton! Literally just water? Freeze that shit and pummel your enemy to death with added ice damage! Of course, the best maces are the actual forged ones. With a ball or multi-spiked blunt at the end of a fixed rod. They can have varrying sizes and wieldings, but regardless are devestating when put in the hands of someone with brutish power.
Polearms Spears A basic weapon, considered to be the first ever weapons to be made and used by viro. The premice is simple; Take a knife, stick it on the end of a long stick. Boom, you now have a knife with superior range; A spear. The use requires two hands, with stabbing motions to be the favoured method.
Staves There exists a common saying about polearms "Easy to wield, hard to master" and that isn't for nothing. Polearms in general require a great amount of training and practice to properly master their use. The basics are simple; Aim and stab. But a master will have to know how to have his boyd and the weapon become one, requiring elaborate athletics and dexterity to properly deflect and retaliate. The curve between polearms being unwieldy, long sticks and them being agile, inventive weapons is amazing. Staves are the perfect example of this, being the blunt version of a spear, they require the utmost precision and agility to perform well.
Halberds Long axes. It sounds easy, but it is generally considered the most difficult melee weapon to wield and master. It is generally unbalanced, requiring both strength and agility. It has fighting techniques entirely unique and unlike those of any other weapon. And finally, it is devestatingly capable.
Shields Mundane shields Shields come in many different shapes and sizes. Generally divided into three categories: Small shields (bucklers) medium shields (kite, cavalry, parma shields) great shields (tower, round shields). Small shields are often used by duelists, though not many of these can be found anymore... They were made to be excellent at deflecting melee attacks, and very light to wield. Medium shields like the kite shield - which is named after its kite shape - or the cavalry shield are decently sized shields. They can't cover the entire body, unless one takes a knee and cowls in their head. But this lack of cover also means more wieldiness, making them both capable at protecting the wielding and deflecting attacks by not sacrificing too much movement. Large shields are able to cover the entire of a wielder's front when held against the ground. The tower shield is an excellent example of this; forming a rectangular shape to cover the entire body and works best in formations joined by other tower shields (preferrably while also wielding spears). Round shields, really big ones that is, are regularly wielded by arrior's spartans. Large metal hunks that bounce just about anything off due to their rounded shape both two dimensionally and three dimensionally.
Pistols Generally, pistols are semi-automatic, gas-operated sidearms. Used as a one-handed weapon that can be drawn when main weaponry like assault rifles fall empty. They exceed in close ranges, being both easily handled and light weight. But their short barrel makes their aiming much more challenging. They generally have low calibres like 9mm and 10mm.
Revolvers Cylinder-based sidearms. Revolvers tend to be a bit heavier of calibre than pistols, and contain less ammo. The reloading also goes slower, provided one does not have clip-loaders. Revolvers, due to their significantly lower amount of moving parts compared to pistols, are much more reliable in the field. Revolvers come in single-action and double-action. Double action eludes to the two actions a user must make to fire a round. First is the cocking back of the hammer, second is the pulling of the trigger. In the case of single-action, the cocking back of the hammer is performed by a gas-operating system compearable to that of pistols. This makes it faster to fire, but also harder to maintain.
Crossbows The more modern interpretation of a bow. Crossbows are mechanically wielded small bows, allowing one to have a string with far more attention by holding the string in place with a metal loader, whilst also using this same loader to pre-pull the bolt. Crossbows use bolts, a smaller version of arrows, to fit their structure. They hit harder than bows, but also have less piercing ability.
Bows A staple of hunting. Bows have been around for a LONG time, and have been used both in hunting and warfare to great extent. The concept is simple; A bending stick with a string going from one end to the other. Create tension on the string by pulling a pointy stick against it, then watch as the string recoils the pointy stick into long distance. There are many kinds of bows. Recurve, which stick to the simplistic bending wood design. Composite, which has multiple parts to reinforce the bending of the bow without asking too much of the wielder (making them faster to fire). And finally the long/greatbows which make use of absurd size to cause absurd damage and range.
Assault rifles (and carbines) Assault rifles are two-handed weapons made to be the main armnament of soldiers for means of warfare. With a decent range, multiple firing modes, and relatively large magazine size,
Rifles Be they semi-automatic marksman rifles, or bolt-action snipers. Rifles are generally high calibre long range weapons meant for ending long distance relationships with the pull of a trigger.
Submachine guns The sub in submachine stands for the lower calibre ammunition these weapons use to distinguish themselves from assault rifles. They are generally meant for short range engagements, and fire at surprisingly high speed. Due to their decreased size, they make for easy maneuvering.
Shotgun Shotguns are known for their devestating close-quarters capabilities. Be it semi-auto, pump action or full auto. The shotgun's surprising calibre will surprise anyone. Shotguns, as mentioned, come in three variants. Semi-auto, which features a gas-operated firing mechanism. Pump-action, which requires a pump of the bolt with each shot fired to load in the next shell. And automatic, which i think should be in the geneva convention. It is commonly thought that shotguns have a wide spread. But unless you're talking about sawed off shotguns, this really isn't all that bad at close range. Depending on the type of shell used, they can also be effective at medium ranges. The big advantage on shotguns however isnt in the close quarter devestation. It is in the highly modifiable ammo ranges they can use. Due to their large rifling and moddable ammunition chambers, shotguns make for very versatile weapons.
Machine guns Ranging from the small arms light machine gun to the heavy arms gatling guns, machine guns are automatic, have a heavy calibre, and do a lot of damage. They're usually used for surpression in means of warfare, or for taking down especially large monsters. Their medium to long range and giant ammunition boxes make them excellent to this regard. But they're horribly unwieldy in close quarters.
Catalysts Magical weaponry, manufactured to suit the needs of mages by inducing crystals into artifacts like caalysts.
Crystalline weaponry Firearms that have enchanted hammers and crystals instead of bullets. These weapons work on a cyclicable basis; Having two magazines rather than one. One is loaded with active mana crystals that have been particularly veilled down to fit the specifications of the firearm, while the second magazine is empty. With every shot, a crystal from the loaded chamber is cycled into the empty chamber. Once empty, the user can recharge the empty magazine using their own aura as a source of fuel, by directing mirrahs into the now empty crystals. Once recharged, the magazines are switched out and the firearm is ready for fire once again. This makes their ammunition effectively infinite. Crystalline weaponry is enchanted with specific LVL 1 projectile spells. Their element - and thus their damage - varies entirely based on what enchantment is instilled on the hammer.
[PTabbedContent] [PTab=Knifes] Knifes
Custom knife - A custom made knife designed by a private blacksmith. Its traits are designed by the maker. DEX or STR oriented weapon. Does minor slashing or piercing damage with 2 hits. AP and damage depend on blacksmith level.
M9 bayonet- Any soldier will find themselves using one of these one time or another. The m9 bayonet comes equipped with stainless steel, survival rope grip, bayonet capabilities and saw teeth on the back. This baby will keep you alive in the amazons for days, as long as you result to a healthy diet of snakes. DEX oriented weapon. Does slashing or piercing damage with 2 hits. AP 1.
Switchblade- An easier to hide blade that replaces the standard combat knife issued to SPR and SRT soldiers for the xerna. Release the inner slav with this little knife that was probably stolen from some high school bully. Makes you feel real tough huh? It can also, due to its small size and switch, be concealed. DEX oriented weapon. Does slashing or piercing damage with 2 hits. AP 1.
13T warcraft - A straight, long knife with black blade. Made to be simplistic, yet effective. Made with high-carbon steel, a fitted ergonomic grip and stylish sheath. Nothing screams 'cyberpunk assassin' quite like this. DEX and STR oriented weapon. Does slashing or piercing damage with 2 hits. AP 2.
Karambit- A knife used mostly as a sneaking weapon and necklace. These are issued to the spec ops units by standard. Be advised that playing with a karambit by making them rotate around your finger is ill advised. DEX and PER oriented weapon. Does slashing or piercing damage with 2 hits. AP 2.
Tanto - A miniature katana with the size of a knife. This knife finds its use most often as a dualwielding knife to join a wakizashi or katana. Their sharp edge give them a stunning damage and speed. DEX oriented weapon. Does slashing or piercing damage. AP 1.
Custom eastern knife - A knife with eastern model, such as a tanto. These knives are made by an experienced private smith, and can fetch a considerable price. DEX oriented weapon. Does slashing or piercing damage. AP 2.
Parrying dagger - The parrying dagger is something quite different from the normal knife. A parrying dagger is supposed to wielded together with a one-handed sword to allow for parrying incoming melee attacks while fighting. The parrying dagger doesn't do much damage, but allows for a massive advantage when wielded in experienced sword fighting hands. However, only an experienced swordfighter can effectively use the parrying dagger. The parrying dagger is a thin blade with two guard-blades on the side of the hilt. DEX oriented weapon. AP 1. Melee attacks targeting wielder suffer -1 PER.
WASP injector - A knife made smaller than the typical military knife. but just because its smaller doesn't mean its less dangerous. In fact, this knife is so dangerous that it was made illegal to use on viro targets.The handle of this knife is loaded with a small canister of CO2, which can be ejected from the tip of the knife. Once stabbed into the target, this can be done to create a devastating air bubble inside the body that freezes organs and crushes them under its pressure. Comes with 10 extra canisters for reloading. the gas can be deployed only once before needing reloading. PER oriented weapon. Does moderate ice damage. AP 2.
Shredder - A handheld version of the chainsaw. It has the shape of a cleaving machete, but its edges are set with bladed chains. The grip of the shredder is also its fuel-tank. It is very loud though, so sneaking is not within the range of possibilities. The shredder has received multiple rewards for oscar winning horror movie roles. STR oriented weapon. Does moderate slashing damage. AP 3. Expert blacksmith blade.
Tri-dagger - A three bladed dagger of which the blade is twisted around along its length. Its deadly, internally destructive stabs have made it illegal to use on non-viro targets. causes massive pain, hard-to-heal bleeding and a loss of personal humanity. DEX oriented weapon. Does moderate piercing damage. AP 3. Expert blacksmith blade.
[/PTab={background-color:#181818}] [PTab=Blades] Blades
Custom blade - A blade made by a private blacksmith. Designed according to the wants of the maker. Can be one or two handed. Or both. DEX and/or STR oriented weapon. AP and damage depends on the blacksmith level.
Steel sword - A sword made for modern day hacking and slashing. Its mix between low weight and sturdiness make it the perfect sword for anyone who has only just begun making use of it. The sword only cuts on one side and has a slight curve at the end of its blade. The sharp side of the blade is simple and straight, with no need for a fuller due to its one-sided blade. This light sword can be held both as a two handed weapon or as one handed weapon. DEX oriented weapon. Does slashing damage. AP 2.
Sword of light - Old technology has allowed for swords to be made out of magic. The result of it being a borderline knock off of lightsabers. But we guarantee you it's totally different in no way. Very obvious to see, and therefore impossible to sneak with. They can have different colours, something which can be modified on the spot. One-handed sword. DEX oriented weapon. Does fire damage. AP 2.
Wakizashi - The sidearm of samurais of old. Its primary use during old times was for honourable suicide during battle. But it has slowly become a preferred weapon for assassins due to its agility and light weight. It is perfect for dual wielding with a tanto. One-handed sword. DEX oriented weapon. Does moderate slashing damage. AP 2.
Katana - A preferred blade created in Japan to wage war. With the recent decrease in steel armor and the supporting role of magic still existing, these blades have gone far from extinct. Although mostly wielded by melee soldiers, there are some obese man-children who wield these weapons too. Can be wielded both two-handed or one-handed. DEX oriented weapon. Does moderate slashing damage.AP 2.
Custom eastern sword - An eastern-style sword, made from traditional steel alloys, but designed by a private blacksmith. The particular model of katana-like blade is determined by the maker of the blade. So whether it is one-handed or two-handed. DEX oriented weapon. Does moderate slashing damage. AP 2. Journeyman blacksmith blade.
Duosword of light - A larger variant of the sword of light which features a blade on both sides of the hilt. The blades can be deployed and retracted individually of one another. Very obvious to see, and therefore impossible to sneak with. They can have different colours, something which can be modified on the spot. One-handed or two-handed sword. DEX oriented weapon. Does moderate fire damage. AP 3.
Rapier - A thin, yet very quick weapon. Elegant and precise, with fancy regalia on the hilt. Perfect for piercing strong armour. One-handed weapon. Works well with a parrying dagger. DEX and PER oriented weapon. Does moderate piercing damage. AP 3. Journeyman blacksmith blade.
Claymore - A grand two-handed sword whose weight on its own slows down the wielder. These swords are issued to the badass tanky fighters who figure that the old times where knights slashed around in the battlefield at helpless footsoldiers were the best. Too bad guns exist, but then again who cares. You're a 21th-century knight! A two-handed weapon. Mid level sword. STR and DEX oriented weapon. Does major slashing damage. AP 4. Journeyman blacksmith blade.
One-handed scythe - This one-handed weapon is a shorter and quicker version of the scythe. Though lacking in equal penetrative capability, it makes up for this with it's flesh-rending bleeding effect that it causes. Mid level blade. DEX oriented weapon. AP 3. Does moderate piercing damage, but inflicts Bleed rather than Critical. Journeyman blacksmith blade
The Albion Maximilian - You know the quintessential big badass mercenary sword? Yeah, this is what you’re thinking of. An astonishingly huge greatsword, that was surprisingly light at 2kg, that was used by German Dragonkin Mercenaries. DEX and STR oriented weapon. Does major slashing damage. AP 3. Journeyman blacksmith blade.
UlfberhtX - A recreation of the old design of a viking sword model called Ulfberht (+ULFBERH+T). At the time of its first creation in 850 A.D. the sword stood 1000 years advanced in technology compared to other swords. It was, at the time, a superb sword that was able to pierce even chainmail armor. The new version of the Ulfberht that was designed through reverse engineering and the use of titanite. Its weight is an astounding 800 grams, while its piercing capability are near supernatural. The UlfberhtX name is a nod to the original Ulfberht swords name, which had a cross before and after the name carved into the blade. High level blade. DEX and STR oriented weapon. Does major slashing damage. AP 5. Expert blacksmith sword.
Twinblade of light - The most advanced piece of melee equipment yet released by Hextech. The twinblade is a variant of the duosword. Unlike the duoblade, the twinblade can be detached, making it into two seperate blades. Additionally, the blades can be modified at will to assume different elemental damage types depending on their colour. The hilts also feature two vents at both sides which act like crossguards. It's luminescence makes it impossible to sneak with.One-handed or two-handed weapon. Takes up one weapon slot. DEX oriented weapon. Does moderate elemental damage. AP 4. Master blacksmith sword. Requires 1 action to adjust elemental damage type.
[/PTab={background-color:#181818}] [PTab=Blunt] Blunt weaponry
Unarmed - The only guns you need are the sweet guns you've got on the sides of yer body! STR and DEX oriented. Does blunt damage. AP 1. Takes up no weapon slot (duh)
Custom blunt - A custom made blunt weapon. Designed however the maker wants it to be. Could be held in whatever way it is made to be held. STR oriented weapon. Does blunt damage. AP and damage depend on blacksmith level.
Brass knuckles - Ah the good old brass knuckles for when things get up close and personal or for when you need to cheat in a boxing match. STR oriented weapon. Does blunt damage. AP 2. Counts as unarmed, takes up no weapon slot.
Studded bat - It’s a metal bat covered in small metal studs. It’s perfect for breaking bones and causing a lot of pain without getting that blood everywhere. This weapon I used only by Xerna. Can be wielded both one-handed and two-handed. STR oriented weapon. Does blunt damage. AP 2.
Custom baton - A blunt weapon, custom made by a private blacksmith. This baton is weighed at its end with lead, allowing it to hit harder. How it is wielded depends on the model used by the maker. STR oriented weapon. Does blunt damage. AP 2. Apprentice blacksmith baton.
Nunchuks - Two sticks attached by a chain. Effectively, it is a lightweight version of the flail. It looks very fancy when used, though it isn't all that lethal. STR and DEX oriented weapon. Does blunt damage. AP 2.
Mage hand - A type of magically enforced knuckle duster. The mage hand employs tiny crystals set upon a set of rings that reinforce someone's punching abilities. STR oriented weapon. Does blunt and elemental damage. AP 3 on blunt, AP 5 of elemental.
War club - This medieval piece of technology is one of the most brutal in looks, it is has a curved handle and on the end is a metal cast ball the size of a baseball, being able to easily break bones, it’s something you definitely don’t want hitting your head. A two handed weapon. STR oriented weapon. Does major blunt damage. AP 3.
Flail - A less ordinary type of blunt. The flail is a heavy steel ball linked to the hilt by a chain. It is ineffectual to the unskilled, but those who know how to utilise it's momentum can deliver hard blows. A one-handed weapon. STR oriented weapon. Does moderate blunt damage. AP 3.
Mace - This medieval weapon has probably have to be one of the most gruesome weapons out there. The mace is a jagged cylinder on a long wooden pole. Breaking bones and smashing armour is what it was made to do. A one-handed weapon. STR oriented weapon. Does major blunt damage. AP 4.
Warhammer - This large, extended hammer was specifically used to bash armoured knights to bits. The pointy, rugged edge of the hammer allows for optimal armour penetration. A two-handed weapon. STR oriented weapon. Does major blunt damage. AP 5.
[/PTab={background-color:#181818}] [PTab=Polearms] Polearms
Custom spear - A polearm, designed to the wishes of the private blacksmith who makes it. It can be wielded one-handed or two-handed, depending on the model that the blacksmith decides to use. DEX oriented weapon. Does piercing damage. AP 3. Journeyman blacksmith spear.
Partisan - A polearm with broad spearpoint. The body of the spear is made from carbon, while the spearhead and counterweight are titanite. This spear, originally made in russia as a weapon for the infantry, is nowadays being used in armies by melee fighters. Avians are most commonly see using these long weapons that allow to make fighting from the sky easier. The spearhead bears two protrusions on the side for blocking and parrying. A two-handed weapon. Low level polearm. DEX oriented weapon. Does piercing damage. AP 3.
Partisan riot - A polearm with a blunt, electrified head. The body of the spear is made from carbon, while the spearhead and counterweight are titanite. This spear, originally made in russia as a weapon for the infantry, is nowadays being used in The spearhead bears two potrusions on the side for blocking and parrying. A two-handed weapon. Low level polearm. DEX oriented weapon. AP 2. Does shock damage.
Bec du Corbin - The pointy love child between a poleaxe and Warhammer, this 1.8 meter polearm has a wicked long spike on the top, a hammerhead in the front, and a curved spike on the back. It will pierce and stab through armor with ease, while remaining a safe distance away. Naturally, it's up to you to decide whether you want to a two-handed weapon that can do work against armor, or use a sword and flashily die when you're up against an APC. STR oriented weapon. Does piercing or blunt damage. AP 4.
Fauchard mkII - This spear, often mistaken for a sword tied on a stick, is a modernized version of an older 13th century spear that was the weapon of choice by French soldiers who used swords rather than spears, but wanted to get used to the idea of a spear. Its length is typically 1.68 meters with both the pole and the blade combined. Overall a great starting spear for people who go down this route because of the weight of the sword and thickness of the actual pole. Here is where things get mark 2 instead of just using the original idea. The metal used to make this thing is titanite rather than iron, making it far lighter than the original. Many people prefer using Iron spears because the weight helps with dealing damage, but the titanite version is good for higher piercing and easier throwing. Both options are available through through crafting and purchase. DEX oriented when melee. PER oriented when throwing. Does moderate piercing damage. AP 3.
Trident - Exactly as it says, a trident is a three bladed spear, each blade on the end, the two outer blades in a U shape with a single blade between them. This weapon is not for beginners with spears as the weapon itself was designed after a pitchfork was used to impale and kill several dire wolves by a farmer who had finally had enough of them attacking his flock. The trident itself has incredible weight, making it deadly when thrown, but hard to throw or aim in the first place. At 1.9 meters long, made completely of iron, the last place you want to be when interacting with this beast is on the business end of it. Mid level polearm. DEX oriented weapon. Does moderate piercing damage. AP 3. Apprentice blacksmithing skill.
Halberd - here is a spear that many people have heard of, but not so many know what it actually is. Occasionally confused with the great axe, a halberd is basically a single sided axe on a pole, it is about 1.8 meters in length. A spear tip on the end of it, and a hook like curve on the back for grabbing enemies from higher ground, thus thing has it all. Actually much harder to throw because of its shape, the halberd is often used for melee combat mixing chopping movements with thrusting movements to tear your enemy to shreds. It isn't nearly as difficult to use as other spears, but its still a challenging weapon to master. As a small note, Zerna and her priests both have a strong preference to this weapon, making it often times called the polearm of light. Mid level polearm. DEX oriented weapon in melee. STR and PER oriented weapon when thrown. Does moderate piercing or minor slashing damage. AP 4. Journeyman blacksmith skill.
Scythe - This weapon was originally created as a tool to harvest crops. However, when wielded by one with great skill, this menacing harvester's tool is turned into a lethal weapon. With high armour penetration capability due to its long side-swiping blade that strikes at the weakest of armour points and long range. DEX oriented weapon. Does moderate slashing damage. AP 4. Journeyman blacksmith polearm.
The tank - this spear is a monster. Literally. The tank is a special spear created by using the bones of deceased monsters. The bones needed are very specific, they cant just be common monster bones. The end product depending on which bones were used, tends to be a spear with three basilisk teeth, the other end has the drakes horn sharpened and straightened, and an elks skull with the antlers sharpened to resemble a great axe near the teeth. The name comes from its extreme damage at melee range and high durability in combat. Throwing it takes soke effort, but once its flying, it has incredible power, as well as the ability to pierce nearly every armor, be it body or vehicle. If someone comes towards you holding this weapon, you won't be walking away. High level polearm. STR and DEX oriented weapon in melee. STR and PER oriented when thrown. Does major piercing damage. AP 5. Master blacksmith.
[/PTab={background-color:#181818}] [PTab=Shield] Shields When taking an action to guard, the oriented value is added to VIT of the wielder to calculate damage.
Custom shield - A shield made by a custom blacksmith, designed however they want it to be. Can be wielded one-handed or two-handed. STR, DEX and/or VIT oriented. AP and damage depend on blacksmith level.
Riot Shield - Now you can re-enact your favourite SWAT interventions against Rowdy Protesters- ain't that dandy? Oh, and it is fully functional and able to protect you. Only thing is that it restricts you to your secondary, melee weapon, or sub-machine gun. If you bring it back to an armorer, they can issue you a replacement. STR and VIT oriented weapon. AP 3.
Buckler - A small round shield held by a handle or worn on the forearm. For little bitches that can’t handle a real shield. DEX oriented weapon. AP 3. Apprentice blacksmith shield.
Pelta - A lighter, smaller shield. It is shaped like a three-quarter moon, with iron fittings to keep the shield in structure. It has some spikes on the very centre of the shield, allowing for painful bashes and excellent parries. STR and DEX oriented weapon. AP 3. Apprentice blacksmith shield.
Kite - A kite-shaped shield, holding a bit more weight than the pelta. It can also take more of a punch but allows less movement freedom. A favoured shield by knights of old. Nice to see you aren't embarrassed to keep the fashion icon of the 900's up and going. It certainly is a lot better than someone keeping up the fashion icons of the 90's. STR and VIT oriented weapon. AP 4. Journeyman blacksmith shield.
Tower - A rectangular, large shield about as large as tall and wide as the wielder. Pretty damn tough. A shield used by Roman legionnaires. Look here buddy, I get that you want to hold up old fashion icons but this is getting a little weird. STR and VIT oriented weapon. AP 4. Expert blacksmith shield.
Greatshield - A larger, rectangular shield. Real big. Might wanna get regular appointments with a chiropractor if you intend to wield this. STR and VIT oriented weapon. AP 5. Master blacksmith shield.
[/PTab={background-color:#181818}] [PTab=Pistols] Pistols Maximum 6 magazines. One-handed weapon. Typically cause piercing damage, leading to the Critical injury.
Custom pistol - A pistol made by a private gunsmith. Made to fit their wishes. Can hold no more than 19 bullets in its magazine without mods. The design is entirely up to the wishes of the maker. DEX and PER oriented weapon. Does piercing damage. AP 1.
M1911 - The pistol so goddamn ubiquitous it’s a wonder it wasn’t already in the codex. Copying this thing is practically a rite of passage for aspiring gun companies, so it’s pretty easy to get a hold of. Holds a pitiful 7 rounds in the magazine. DEX and PER oriented weapon. Does piercing damage. AP 2.
Glock 18 - Standard issue for any recruit and soldier of SRT and thus considered low level. This pistol has easy control, 19 bullet magazines, and moddable capabilities. Not very hard to use as it has little stopping power. DEX and PER oriented weapon. Does piercing damage. AP 1.
M9 Beretta - Standard issue for any recruit or soldier of SPR and thus considered low level. This pistol has easy control, 19 bullet magazines, and moddable capabilities. Asides from having little stopping power, it also looks very nice. DEX and PER oriented weapon. Does piercing damage. AP 1.
Makarov - No cold war movie is complete without a good old makarov. These babies are standard issue to Xerna soldiers and thus considered low level. Bearing 7 bullet magazines, modding capabilities, and little stopping power. It has a much smaller magazine, but better compensation and can be hidden due to its small size. DEX and PER oriented weapon. Does piercing damage. AP 1.
MP-443 Grach - Originally made for the russian army by the Izhevk mechanical plant. UAF took to buying it from them and issuing it as the standard issue pistol for all UAF soldiers making it a low level sidearm. It holds a 19 bullet magazine and various modding capabilities. DEX and PER oriented weapon. Does piercing damage. AP 1.
AX ip1 - A simple, small, and reliable sidearm. The ADF's main sidearm for all uses. Nothing like a slick design to fit the robots. DEX and PER oriented weapon. Does piercing damage. AP 1.
SPP-1 - This pistol, while also having a very funny name, is made to be fired underwater. Pretty much what you want as a sidearm when you really like fighting sea creatures with guns. Using darts rather than traditional bullets, it has the same effect as Dart Magazines, but without the lower range. Only problem is that it has four barrels, which each house a single round, meaning you only have 4 shots before you have to reload. Sadly, you can’t attach any modifications to it. DEX and PER oriented weapon. Does piercing damage. AP 2.
Hushpuppy - A bolt-action pistol, made to fire tranquillizer darts with a gas-operated firing mechanism. It holds a 8 bullet magazine and can be modded. Even though the pistol fires darts, it still uses a miniature explosion firing mechanism like other pistols. Thus it can still be heard loud and clear when shot unless if silenced with a muffler. Warning: not to be used as dog tranquilliser DEX and PER oriented weapon. Does piercing damage. AP 1.
Five-Seven - A more capable pistol for the interested soldiers of UAF and designed to be its mid level sidearm issued to the soldiers that surpass R5. This pistol has easy control, ambidextrous safeties, 19 bullet magazines, and moddable capabilities. Interesting thing to note that it shares the same kind of ammunition as the P90. DEX and PER oriented weapon. Does moderate piercing damage. AP 3.
USP - The USP is the main pistol for the soldiers of SRT, a mid level weapon issued to soldiers able to go beyond R5. It is the typical pistol used by both police and military organisations everywhere. The USP comes with 19 bullet magazines, modding capabilities, and a slight bit more stopping power than that of other pistols. DEX and PER oriented weapon. Does moderate piercing damage. AP 3.
Desert eagle - Take the highest calibre bullet and put it in a semi-automatic handgun. Voila, you've got yourself a desert falcon. Packs a hell of a punch and also holds a very iconic appearance. Holds 7 bullets per magazine. DEX and PER oriented weapon. Does major piercing damage. AP 4.
CM-01 - Hextech's latest in weaponry. The CM-01 is a crystal-powered pistol, working on a circularised ammunition system. With a mag in the grip, and a second empty one at the barrel. Each crystal 'fired' is loaded back into the front mag where it can be recharged and recycled into the pistol with a simple switch of the mags. The pistol is pre-enchanted with a simple spell which is fired with every pull of the trigger. Reloading takes one round, but recharging the crystals takes one round per crystal. Recharging happens passively every round, provided there are empty crystals to be recharged. DEX and SAU oriented weapon. AP 5. Damage type dependant on enchantment.
[/PTab={background-color:#181818}] [PTab=Revolvers] Revolvers Maximum 4 clip capacity. One-handed weapon. Typically do piercing damage, leading to the Critical injury.
Custom revolver - A custom made revolver, designed to the wishes of the maker. Can hold no more than 6 bullets in its clip. DEX and PER oriented weapon. Does piercing damage. AP and damage depend on gunsmith level.
.357 Smith&Wessons revolver- With a moderate kicking punch when firing, this revolver is one to hold onto tight. It naturally fires slower than a pistol but also does a lot more damage. It can be modded but is not recommended for the starting gunman. It holds 5 bullets. DEX and PER oriented weapon. Does piercing damage. AP 2.
Bayo-357 - The average .357 magnum but with a curved blade attached to the handle. This is a custom version of the .357 that requires patience, high skill, and a few cuts on the forearms from playing with these bad boys. The blade itself is made of titanite, and can come in many different shapes and sizes depending on the blacksmith who makes it. The blade curves around underneath the gun to allow for quick melee attacks mixed into the fire fight. The design is set up to trade out bullets fired for melee slashes, and adding in an extra attack per turn if the shooter finishes with a slash attack. STR and DEX oriented weapon. Does piercing damage. AP 2. Apprentice gunsmith weapon.
Taurus Judge - In case you want to kill something really badly, but .44 magnum was just a little too much for you, this thing fires .410 shotgun shells in a bite-sized package. Holds 5 rounds. STR and DEX oriented weapon. Does shock and blunt damage. AP 2.
Chiappa Rhino - A very unique .357 revolver, which has its barrel at the 6-o-clock position at the bottom of the cylinder, rather than at the top like most revolvers. That means recoil is much more manageable, and thus rapid fire being very controllable - if you can manage to rapid fire the damn thing in the first place, given how heavy the trigger is. DEX and PER oriented weapon. Does piercing damage. AP 2
.44 magnum - If you are planning on killing someone beyond death, then this is the revolver for you. It's stopping power is ridiculous, and so is the gaping hole of what used to be your enemies chest. Not recommended for anyone without at least advanced experience with guns. It can be modded, and holds 6 bullets. DEX and PER oriented weapon. Does moderate piercing damage. AP 3.
.45 revolver - The simple, yet capable revolver, capable of firing high calibre munition from a old fashioned six shooter. It's high modding capability and simplistic firing mechanism make it a reliable and deadly effective weapon in all situations. Can house a vast variety of different bullets in its six shot revolving clip. DEX and PER oriented weapon. Does moderate piercing damage. AP 3. Journeyman level weapon.
Magnum Research BFR - Officially, this beast of a revolver’s name stands for “Big Frame Revolver,” but we both know that’s not what you’re thinking. Single action, holds 5 rounds of glorious .50 caliber. DEX and PER oriented weapon. Does major piercing damage. AP 4.
Tri-shot revolver - The tri-shot revolver is similar to a basic revolver in how it fires and reloads. The only difference is that the there are 3 barrels, and 15 holes in the cylinder for bullets. Rather than firing a single shot at a time, it fires 3 and simultaneously to do triple damage of a regular revolver. It is styled after the .357 revolver. STR oriented weapon. Shoots 3 times per action. Does piercing damage. AP 3.
Model 500 - The highest calibre revolver made by Smith & Wesson. Made especially for those common circumstances where a burglar is standing behind a fridge in your neighbours house but a tank is just rolling through the street between you and the house. Just take the model 500, sit down on your porch and enjoy a nice beer while you casually gun down said burglar just when he thought he was safe. Uses .50 bullets of which it fits 5 in its revolver. DEX and PER oriented weapon. Does major piercing damage. AP 4.
.50 custom revolver - Or as it is more commonly called: "The physical manifestation of death itself in the form of a revolver". About as deadly as that sounds. Holds 6 .50 bullets. DEX and PER oriented weapon. Does major piercing damage. AP 4. Expert gunsmith weapon.
.60 Zeliska - Some people argue that a gun firing off rounds that surpass the calibre used in anti-materiel rifles is overkill and really shouldn't be a one-handed weapon. But in a world where horrid creatures such as dragons and communist roam freely, nothing is overkill. Introducing the .600 Nitro express Zeliska revolver. It weighs quite a bit, but can still hold 6 bullets in its system. It has to be loaded with each bullet individually though, which is good since the bullets themselves are bigger than your whole hand were you to grab one. DEX and PER oriented weapon. Does major piercing damage. AP 5.
[/PTab={background-color:#181818}] [PTab=Crossbows] Crossbows Quiver of 25 bolts. Reload after every shot, taking one action. Bolts can be retrieved. Hand-loaded. Barrel attachments not compatible. Silencer effect always present. Typically does piercing damage, leading to the Critical injury.
Custom crossbow - A crossbow made on the custom design of a private blacksmith. Can be one or two-handed. PER and possibly DEX oriented weapon. Does piercing damage. AP and damage depend on blacksmith level.
Recurve crossbow - The simplest model of crossbow, but that makes them the cheapest too. The recurve is hard to draw for some, but fires all the same. All the same being a comparison to models from the 12th century. At least they make less noise that guns do. Two-handed weapon. PER oriented weapon. Does piercing damage. AP 3.
Composite crossbow - The more modern version of the crossbow, which holds reels on the bow to make reloading go easier. The composite handles easier and above all faster, allowing it to fire and reload in a matter of a single action. The model also looks a lot less like it was salvaged from a castle. Two-handed weapon. PER oriented weapon. AP 3.
60lbs handheld - The 60lbs hand held is a one-handed crossbow with immense stopping power and piercing value. Its silent shots, armor piercing value and easy use have made it the preferred weapon of many assassins. its only drawback is the drawback (reloading speed). The model used for this handheld crossbow is recurve, meaning it holds similair reload speed. One-handed weapon. DEX and PER oriented weapon. Does piercing damage. AP 3.
Reverse draw - The reverse draw is a special edition of the composite crossbow which boasts an inverted draw system. This allows for the crossbow to hold much more power to its shot without sacrificing much reloading speed. It reloads much like the recurve, taking one action to fire and one to reload. It also looks 'skinnier', having the bows stroked back along the side of the body rather than forming an actual cross when not loaded. Two-handed weapon. PER oriented weapon. Does moderate piercing damage. AP 4.
Carbonlight - A superbly light feeling crossbow with the stopping power close to a ballista. The bow is made in such a way as to make sure the bolt remains unharmed after being shot, meaning bolts fired by a carbonlight can be retrieved and re-used almost infinitely. Aside from this, the carbonlight looks a lot like the composite crossbow. Two-handed weapon. PER oriented weapon. Does major piercing damage.AP 4.
120lbs handheld - The 120lbs handheld is a one-handed crossbow with incredible stopping power. Drawing the crossbow takes quite some power, and thus it is only advised someone with a strong arm uses it. Reloading it takes a mighty two rounds, but its hitting damage makes it worth the wait. One-handed weapon. PER oriented weapon. Does moderate piercing damage.AP 4.
[/PTab={background-color:#181818}] [PTab=Bows] Bows Quiver of 24 arrows. Arrows can be retrieved. Hand-loaded. Barrel and under barrel attachments not compatible. Silencer effect always present. Typically does piercing damage, causing the Critical injury.
Custom bow - A custom made bow, designed to the wishes of the maker. PER and possibly STR or DEX oriented weapon. Does piercing damage. AP and damage depend on blacksmith level.
Recurve bow - The classic wooden recurve bow. It does not boast any impressive features, except for having an easy grip and leaning outcrop for easily mounting an arrow. The act of firing this bow takes an action, as does redrawing an arrow. This model can often be found being used as a practice model. Can not be modified with attachments. Two-handed weapon. PER oriented weapon. Does piercing damage. AP 2.
Composite bow - A slightly stronger model bow in comparison to the recurve, boasting a higher arrow speed per shot. The bow is made of agile carbon. The bow itself is constructed with reels rather than a simple curving bow. The act of firing this bow takes half an action, as does redrawing an arrow. The bow is made to be able to be fitted with attachments. Two-handed weapon. PER oriented weapon. Does piercing damage. AP 2.
Short bow - An easy-draw bow known for its high rate of fire and agile use. This model of bow can fire and reload twice per action. Due to the short draw and light power, the shortbow does not boast a very impressive range. The bow works similair to a reverse draw crossbow, having not only the reels on the bow but also the bow itself pull back far to give in with the draw of the user. Two-handed weapon. DEX and PER oriented weapon. Does piercing damage. AP 1.
Decapitating Bow - This bow is similar in design to a composite bow but has some significant differences. For one, the limbs of the bow is outfitted with blades and is designed to also be functional as a melee weapon, and secondly, it comes with a set of bladed arrows, that have the ability to potentially slash an enemy. It takes half an action to fire, as does redrawing an arrow. PER oriented weapon. Does slashing damage.AP 2.
Long bow - The longbow is a historical piece of warfare equipment which, at its time, was what instilled fear into the hearts of enemies. It has an impressive range and hits hard. The bow does not come cheap however. The act of firing this bow takes a full action, as does redrawing an arrow. When using this bow, the user must be standing, which makes the user easily seen. Two-handed weapon. PER oriented weapon. Does moderate piercing damage. AP 3.
Greatbow - The greatbow is generally known to be the sniper rifle of the old ages. It boasts an insane range and even heavier hit. But in inexperienced bowsman should not expect to be able to fire this monster of a bow effectively. The act of firing this bow takes a full action, redrawing an arrow takes two actions. The redrawing acts as a setup, and needs to be redone if hit during the redraw. When using this bow, the user must be standing, which makes the user easily seen. Two-handed weapon. STR and PER oriented weapon. Does major piercing damage. AP 5.
[/PTab={background-color:#181818}] [PTab=Assault rifles] Assault rifles Maximum 6 magazine capacity. Two-handed weapon. Can often, but not always, be set to semi-automatic, burst-fire or automatic firing. Typically does piercing damage, causing the Critical injury.
Custom AR - The custom assault rifle, made specifically to the wishes of the private gunsmith who designs it. Be it based on a typical weapon, or a design of their own. Can hold no more than 30 bullet magazines unless modded. STR and PER oriented weapon. Does piercing damage. AP and damage depend on gunsmith level.
HKG36C -One of the many guns Heckler & Koch delivers to SRT and in turn to the low level riflemen. Little known fact, it can also be used as crowbar. Isn't that just fantastic? It standard holds 30 bullet magazines. It can fire automatic, burst, and single fire. A good stepping stone for anyone beginning to use assault rifles. STR and PER oriented weapon. Does piercing damage. AP 2.
M16 - If I had a penny for every time I saw one of these puppies in a war movie, I could pay for someone to do this typing for me. It standard holds 30 bullet magazines. It can fire automatic, burst, or single fire. A good stepping stone for anyone new to assault rifles. Issued as low level weapon to SPR soldiers. STR and PER oriented weapon. Does piercing damage. AP 2.
AK47 - Really? You're looking up the ak-47? Don't bullshit me, motherfucker. You know what this thing is. You know how it works. I don't have to tell you what an ak-47 is. My niece knows what an ak-47 is and she was literally born yesterday. Fuck off. Cunt. STR and PER oriented weapon. Does piercing damage. AP 2.
FN fal- This barebones assault rifle that pulls towards being a marksman rifle is the perfect thing for UAF recruits and thus a low level weapon. From looking great in desert colors to having an old school appearance, this is what the UAF give to their new soldiers. It can fire automatic, burst or singe fire. STR and PER oriented weapon. Does piercing damage. AP 2.
FAMAS G2 - This French bullpup rifle is notable for being a full-size assault rifle firing at SMG-esque rate of fire and not being an entirely uncontrollable piece of crap. And, unlike older versions of itself, it’s not a piece of crap in (most) other ways, either. Don’t expect to set any records with this thing, though. STR and PER oriented weapon. Does piercing damage. AP 2.
APS - A handy dandy rifle originally for Soviet Frogmen (Both literal and figurative) that can fire underwater without any range or damage penalties, thanks to the needles that it shoots rather than bullets! Please resist the urge to shoot Nemo with its 26-round magazines. Oh yeah, this thing doesn’t take attachments. STR and PER oriented weapon. Does piercing damage. AP 2.
ACR - A strong, compact polymer assault rifle used by SRT for specialised attacks and issued as mid level weapon. Having a much better control over the firepower, it makes the ACR highly capable to top the G36C. It holds 30 bullet magazines. It can fire automatic, burst or single fire. STR and PER oriented weapon. Does piercing damage. AP 3.
M4 carbine - A shorter, more controllable version of the M16. It is issued to the more trained units of SPR who know not to shoot themselves in the foot with this weapon. It's only quality material like those soldiers that get these mid level weapons. It holds 30 bullet magazines. It can fire automatic, burst or single fire. STR and PER oriented weapon. Does piercing damage. AP 3.
F2000 - When FN Herstal wanted to make an assault rifle, they took inspiration from the P90. This odd looking weapon serves as the assault rifle for the UAF seeing that it is difficult for grime to jam the components, looks rather unique, ambidextrous, and just plain accurate. A mid level weapon for the UAF riflemen. Uses 30 bullet magazines. It can fire automatic, burst or single fire. STR and PER oriented weapon. Does piercing damage. AP 3.
AK-74n - The larger brother of the AK-74u and far cousin of the AK-47. A stronger, better assault rifle, considered a mid level AR for Xerna soldiers. People might say russian manufactors have no creativity when it comes to these gas-operated guns and those people are probably right. Regardless, the design works good and doesn't jam if a little water gets on. That already raises it above the AR's which are obviously not overused designs. *cough* sarcasm *cough*. STR and PER oriented weapon. Does piercing damage. AP 3.
SCAR-H - The SCAR-H is a classic weapon made for desert use. It's high capability and versatility make for a useful weapon that is handed out as high level weapon to SRT riflemen. With its higher-than-normal calibre it shows as one of the stronger assault rifles in mass production. Uses 30 bullet magazines. It can fire automatic, burst or single fire. STR and PER oriented weapon. Does piercing damage. AP 3.
AS VAL - An assault rifle fitted with a silencer. Pretty useful for those that value both stealth and aggression. It standard holds 20 bullet magazines. It can fire automatic or single. Costs 2000 dollars. STR and PER oriented weapon. Does piercing damage. AP 3.
XM29 OICW - An assault rifle and a 20mm airburst grenade launcher, but as one weapon? Hell fucking yeah. It’s heavy, cumbersome, and not at all practical in real life, but in a world where monsters and demons run wild? Hell, it might just be the best option. Good luck getting a hold of one, though - you’ll need a friend with some serious connections, and a frankly unreasonable amount of cash. STR and PER oriented weapon. Does piercing or explosive damage. Assault rifle is AP 2. Grenade launcher is AP 4. Doesn’t take attachments.
CCM-07 - Hextech's take on an assault rifle. Using spells and crystals rather than ballistics. The CCM-07 is restricted to semi-automatic fire, and is constructed in much the same fashion as a FAMAS. The exception being that there is a mag both in the back, and in the front side of the rifle. Each time the trigger is pulled, a crystal is expended to fire a spell, and the empty crystal is loaded into the backside magazine. Each mag holds 20 crystals. Switching mags takes a single round, but recharging the empty crystal takes 1 round per crystal. The recharging happens passively every round as long as there are empty crystals to be charged. PER and SAU oriented weapon. AP 5. Damage type depends on enchantment.
[/PTab={background-color:#181818}] [PTab=Rifles] Rifles Maximum 4 magazine capacity. Two-handed weapon. Aiming sequences are needed with most sniper rifles to set up. These do not have to be re-done if you do not move after firing. Preparing to fire takes 1 action.
Custom rifle - A custom made rifle made by the design of a private gunsmith. It's magazine can hold no more than 10 bullets. Can be semi or bolt action. PER oriented weapon. Does moderate piercing damage. AP and damage depend on the gunsmith level.
HK G28 - A marksman rifle used by many beginning SRT low level snipers as a strong long distance kill-shot rifle. Sporting a 10 bullet magazines. Semi-auto fire. Best to dodge when you see this thing aimed your way. When using this, it is required to spend a round setting up your aim. Being hit in the process of this will reset the aim. PER oriented weapon. Does moderate piercing damage.AP 4.
Mk11 - A marksman rifle often seen in the SPR army. Mostly by the beginners. Good for long distances. Uses a 10 bullet magazines. Semi-auto fire. When using this, it is required to spend a round setting up your aim. Being hit in the process of this will reset the aim. PER oriented weapon. Does moderate piercing damage. AP 4.
Dragonuv - A semi-auto sniper rifle used by the low-budget, low-level Xerna snipers. Uses a 10 bullet magazines. Semi-auto fire. When using this, it is required to spend a round setting up your aim. Being hit in the process of this will reset the aim. PER oriented weapon. Does moderate piercing damage. AP 4.
PSL - A marksman rifle for the UAF's low level sharpshooters and beginning snipers. Of course, it isn't uncommon to see propped on rooftops or windows when it is being used. The weapon has earned its trust from snipers since 1974 during many middle eastern conflicts. Uses 10 bullet magazines, requires one round to aim, being hit will reset the aiming sequence. PER oriented weapon. Does moderate piercing damage.AP 4.
SRS Covert - There are many reasons to choose the SRS Covert as your weapon of choice. Perhaps you’re an aspiring assassin in need of a concealable long-range option. Maybe you just like the idea of a bullpup sniper. Or maybe, just perhaps, possibly, you think it looks like a little adorable baby rifle. All are, of course, equally valid. Totally. PER oriented weapon. Does moderate piercing damage. AP 4.
VSS Vintores - A covert sniper rifle with integrated silencer. This rifle was specifically made for spetsnaz soldiers who needed to perform clandestine missions during the SPR uprising, as one can still observe through the fact that these silent rifles can be taken apart perfectly to fit in a briefcase. In present day, it is typically used by Xerna mid level snipers. PER oriented weapon. Does moderate piercing damage. AP 4.
TRS-6 - A gas-operated bolt action rifle, complete with redwood stock and aerodynamic barrel. This rifle was made to hunt wildlife for sport, as well as serve as a non-lethal takedown for key targets during military missions. Uses a 5 bullet magazine. When using this, it is required to spend a round setting up your aim. Being hit in the process of this will reset the aim. PER oriented weapon. Does piercing and poison damage. AP 3. Expert gunsmith weapon.
M200 Intervention -The reason why soldiers wet their bed at night. This high power rifle will make your body into a pulp even if you're sitting in a tank. Uses 5 bullet magazines. Bolt action fire. When using this, it is required to spend a round setting up your aim. Being hit in the process of this will reset the aim. A rifle belonging to the elite of SRT and a mid level weapon. PER oriented weapon. Does major piercing damage. AP 5.
Barret M107 - SPR's anti-materiel rifle. The term anti-materiel is widely believed to be a term to describe a rifle's capability to destroy vehicles and the likes. Little do people know that among snipers it carries a different term. Namely: Make someone's entire body explode with a single bullet at a kilometre distance. This rifle stands proof of that with a 5 bullet magazine. Semi-auto fire. When using this, it is required to spend a round setting up your aim. Being hit in the process of this will reset the aim. A mid level weapon. PER oriented weapon. Does major piercing damage. AP 5.
Arctic Warfare Magnum - No, it’s not an AWP. 10 rounds to the magazine, longest confirmed sniper kill, etc. You know what this is. PER oriented weapon. Does major piercing damage. AP 5.
ShadowTrax8 - A .338 rifle. though low calibre, the range and power is surprising. But honestly, no one buys this rifle for the features. You buy it because it's called shadowtrax8. Without any context, you'd think I was talking about an Xbox live account. That's the kind of comedy you need when shooting someone. I mean... Getting killed by shadowtrax8 irl is just the worst thing to have on your gravestone. Uses a 5 bullet magazine. Requires one round to aim, being hit will reset the aiming sequence. PER oriented weapon. Does major piercing damage. AP 5.
OSV-96 - Or the OCB-96. Call it whatever you like, this thing is still gonna make you head look like a fireworks-stuffed watermelon on the 4th of july. Uses a 5 bullet magazine. Semi-auto fire. Requires one round to aim, being hit will reset the aiming sequence. Both UAF and Xerna elites use it as a mid level weapon. PER oriented weapon. Does major piercing and minor blunt damage.AP 5.
Zastava M93 black arrow - Hey you, sniper! Do you ever find yourself thinking "Man, if only i could shoot that guy standing on the other side of that aircraft carrier. Darn." Well, frustrations no more. Get the black arrow today to do just that! (Yes, this caliber is ridiculous). Has a 5 bullet magazines. The rifle uses bolt action. When using this, it is required to spend two actions setting up your aim. Being hit in the process of this will reset the aim. Costs 4000 dollars. High level weapon. PER oriented weapon. Does major piercing and minor blunt damage. AP 5.
.950 JDJ “Fat Mac” - Did you ever just feel like really, severely killing someone dead? Like, turning them into a fine, red mist? Did you also want to kill all the people, polar bears and aircraft carriers standing between you and that guy? And did you ever feel like doing that in one shot, no questions asked? Then this single-shot rifle, chambered in what’s basically autocannon rounds, is for you. Comes with 40 bullets. A hand-loaded, bolt-action weapon. PER oriented weapon. Does major piercing and moderate blunt damage. AP 5.
[/PTab={background-color:#181818}] [PTab=Submachineguns] Submachineguns Maximum 6 magazine capacity. One-handed weapon.
Custom SMG - A sub machinegun made to the design of a private gunsmith. Can be made to mirage a typical design, or be one of their own creation. Can hold no more than 25 bullet magazines unless modded. DEX and PER oriented weaponry. Does piercing damage. AP and damage depend on gunsmith level.
MAC 10 - A low grade weapon, used by low-level criminals rather than military personnel. Not much better than a pistol to be honest. Has a 15 bullet magazine. DEX and PER oriented weaponry. Does piercing damage. AP 1.
M3 Grease Gun - A post-WW2 relic that looks like a gangster’s homemade ghettoblaster, this gun isn’t exactly the most assuming SMG. Its rate of fire isn’t exactly aiming to impress, either - in fact, it’s an incredibly slow gun at 450 rounds per minute. Its advantages lie in its cheap price, reliability, .45 caliber cartridge and the fact that a toddler with brittle bone disease could control it at full auto. DEX and PER oriented weapon. Does piercing damage. AP 2.
Uzi- A weapon from israel, and the trademark ghettoblaster of the average highly criminally active neighbourhood. It has a lowered accuracy due to its low quality and level. It does however train a 32 bullet magazine. Xerna's standard issue for low level medics. DEX and PER oriented weaponry. Does piercing damage. AP 1.
UMP 45 -The favoured sub-machine gun of most SRT low level medics. Giving a good balance between mobility and not being totally defenceless at close range. Fires only in automatic. Has a 30 bullet magazines. DEX and PER oriented weaponry. Does piercing damage. AP 1.
Colt 9mm - A peculiar 9mm edition of the m16 assault rifle. This SMG, due to its light weight, is a perfect weapon for the SPR low level medics. It comes with 19 bullet magazines that can be used for both the SMG and the pistol. DEX and PER oriented weaponry. Does piercing damage. AP 1.
MP9 - The Brugger & Thomet gun is a compact low-calibre, low level sub-machine-gun issued to medics and tank squads alike within the UAF army. Its compact design and lightweight makes for easy movement. Comes with 15 bullet magazine. DEX and PER oriented weaponry. Does piercing damage. AP 1.
UTS 15 - ADF has made their low-level submachine gun to be insanely small to accomodate the smaller size of their typical users. Like the theme along all its weaponry, lightweight and revolutionary. Actually, tis comically small, as it is basically pistol-sized. Yet its firing power should not be underestimated. Has a 15 bullet magazine. DEX and PER oriented weaponry. Does piercing damage. AP 1.
MP 5 - The submachine gun used by the SRT mid level medics. A common sight among military police and security too. Fires only in automatic. Has a 30 bullet magazines. DEX and PER oriented weaponry. Does piercing damage. AP 1.
P90 - This unique looking SMG is perfect for close quarters, and considering the clever design of the magazine means it can carry an astounding 50 bullets. As it happens, you can manually refill the P90 magazines if you have the patience for taking bullets from Five-Seven magazines. The UAF mid level sub-machine gun. DEX and PER oriented weaponry. Does moderate piercing damage. AP 3.
KRISS vector - A smart design of the KRISS weapon manufacturer. It has a downward bolt that allows for the recoil of the gun to be neutralised, and thus allowing for high rate of fire without a loss of accuracy. It comes with 20 bullet magazines. The SPR uses this weapon for its more specialised mid level medics and commandos. Fires 20 rounds per action. DEX and PER oriented weaponry. Does piercing damage. AP 2.
CZ Scorpion EVO 3 - Kind of like a G36C with an inferiority complex. It fires its 30 round magazines at a staggering 1100 RPM, nearly as fast as a Vector, so needless to say, this will kill someone good. Fires 10 rounds per action. DEX and PER oriented weapon. Does piercing damage. AP 2.
AK 74u - Basically the miniature version of the ak 47. The more specialised mid level Xerna forces use this ak 74u to take care of close quarter situations. Has a 30 bullet magazines. DEX and PER oriented weaponry. Does piercing damage. AP 3.
[/PTab={background-color:#181818}] [PTab=Shotguns] Shotguns Maximum 6 magazine capacity Two-handed weapon. Typically does both blunt and shock damage, causing the Break and Shock Injuries.
Custom shotgun - A shotgun designed by a private gunsmith. It's design depends on the wishes of the maker. Can hold no more than 12 bullets in its magazine. STR oriented weapon. Does blunt and shock damage. AP and damage depends on gunsmith level.
Double-barrelled shotgun - Or doubles, as people like to call them. Now this here isn't one of the fancy hunting rifles you find in your gun-nut dad's armory, but rather the half broken thing with repairs all over used by criminals. Normally it'd be all markative about these weapons, but this thing is just a sorry excuse for a gun. Naturally, it holds only two shells. But at least you can hold two times the amount shells you normally would. Can saw off the front part of the barrel for 500$ to make it a secondary weapon. STR oriented weaponry. Does blunt and shock damage. AP 2. Can carry 16 shells.
Serbu Super Shorty - Possibly the most adorable shotgun in the world, this 12 gauge pump action is perfect for those people who just don’t think a .44 magnum is overkill enough. Holds 2 shells in the magazine and couldn’t hit anything outside of close range, but you can carry it in a large pocket, so hell, why not? STR oriented weapon. Does blunt and shock damage. AP 2. Secondary weapon.
Remington 870 - The dirt-cheap remington 870 is a pump-action shotgun. Used by hunters, police, soldiers and everything in between. A surprising amount of households have a copy of the Remington in their homes. It holds 6 shells, which are loaded by hand into its underbarrel. STR oriented weaponry. Does blunt and shock damage. AP 2.
Benelli M4 - The Benelli M4 is a rapid semi-automatic shotgun that has become standard issue for SPR vanguards. Its heavy punch and respectively rapid fire make it perfect for guards and close-quarter fighters who plan on killing that one guy hiding behind a fridge on the other side of the house. Its underbarrel carries 8 shells. STR oriented weaponry. Does moderate blunt and shock damage. AP 3.
Saiga-12 - The saiga is a magnificent piece of magazine loaded shotgun excellence. It comes with an automatic, gas operated bolt to fire off shells. It can be equipped with both 12 gauge and 20 gauge shells, which both can do quite the blasting. Uses 10 round magazines. Fires in bursts. STR oriented weaponry. Does blunt and shock damage. AP 3.
TOZ-194 - The TOZ is a pump-action shotgun mainly used by Xerna for its shocktroopers and enforcers. Its intertubular 'magazine' holds 7 rounds. If you want to be that one bad guy from every movie ever that executes civilians, then you probably should get your hands on one of these close-quarter destroyers. STR oriented weaponry. Does moderate blunt and shock damage. AP 3.
KSG - The SRT's shotgun, issued to its vanguards, and shared to ADF. This pump-action shotgun is mostly used by guards and patrols. The KSG is based off the bullpup design, giving it a longer barrel by putting the loader behind the trigger. It's sleek design do not, however, serve to be useful during combat, but rather as a fashion statement. I do recommend getting a pink paint job for it. STR oriented weaponry. Does moderate blunt and shock damage. AP 3.
AA-12 - It's an automatic shotgun. With 30 rounds per mag. STR oriented weaponry. Does blunt and shock damage. AP 3.
[/PTab={background-color:#181818}] [PTab=Machine guns] Machine guns Maximum 3 magazine capacity. Two-handed weapon. Typically does piercing damage, causing the Critical Injury.
Custom LMG - A custom made light machine gun, made by the design of the maker. Works however the maker wants it to, within reason of course. STR and PER oriented weapon. Does piercing damage. AP and damage depend on blacksmith level. Very heavy weaponry lowers DEX.
Maxim Gun - It’s ancient, it’s british, and it’s the first machine gun as we know them. This heavy, water-cooled piece of shit was made to be emplaced, with a supply of water and ammo at hand, but that’s never stopped high-ranking SRT lunatics from trying to carry anything else, did it? STR and PER oriented weapon. Does piercing damage. AP 3.
MG4- Nothing spells 'suppressive fire' like an MG4. And with 'suppressive fire' I mean 'fuck everyone in that general direction'. The SRT's trademark LMG. Uses a 100 bullet drum magazines. STR and PER oriented weapon. Does piercing damage. AP 3.
M60 - "Hey, that's what rambo used to commit mass-murder". That's right, the god of war's favorite weapon is here. And I'm not talking Arrior's sword, I'm talking rambo and schwarzenegger's iron fist called the m60. The SPR's pride. Uses 100 bullet drum magazines. STR and PER oriented weapon. Does piercing damage. AP 3
RPK - This lmg won the 'dictator's favourite crowdshooter's award' for 10 years in a row, and is still going at it strong. For exactly this reason, the Xerna favors the lmg for its many terrorist attacks. Uses 100 bullet drum magazines. STR and PER oriented weapon. Does piercing damage. AP 3.
Minimi - While it isn’t the miniature clone of a super villain, it is still pretty fantastic. It is enough that this is a favourite LMG of the UAF and a number of foreign countries, including the US of A. Sporting a nice looking 100 round box. STR and PER oriented weapon. Does piercing damage. AP 3.
XM806 - A big ass gun. It isn't actually meant to be carried, but it doesn't stop the SRT soldiers from trying. Those that succeed are pretty dangerous. Why? Because this baby will blow a hole right through a tank just by holding down the trigger for two seconds. Hell of a kickback though. Holds 100 rounds per box. STR and PER oriented weapon. Does moderate piercing damage. AP 3.
Mini-vulcan - A carryable version of the M61 Vulcan. Yes, that's right. A gatling gun that you can hold in your two hands, walk around with, and shoot people with. Let's be honest here, this shit sells itself. Oh and it has a 500 bullet box. SPR loves walking through elf villages with these. Can fire 50 times per action. STR and PER oriented weapon. Does piercing damage. AP 3. -1 DEX.
M2 browning - After a few campaigns of SPR, a large shipment of M2 brownings was sold off. All of them ended up with Xerna, who gladly used them to rain death on any cop, soldier, or other such threat. STR and PER oriented weapon. Does moderate piercing damage. AP 4. -1 DEX.
FN MAG - Just in case you don't like the sound of minimi, UAF presents a better alternative. If you don't like the sound of LMG, UAF presents a better alternative. If you don't like the sound of gun you can carry without being worn down, UAF presents a better alternative. Introducing the FN MAG. A MG, capable of firing up to 1000 rounds per minute. Holds a 200 round box. STR and PER oriented weapon. Does moderate piercing damage. AP 3. -1 DEX.
GAU-19 - Fuck you for even thinking about carrying this. It’s like a minigun, if a minigun fired the most fuck-huge sniper rounds you could imagine. If you think you can carry this thing and use it anywhere near effectively, you’re almost certainly wrong. If you’re not, though, you’re either a god of guns or a Call of Duty protagonist. Which, on second thought, might be the same thing. STR and PER oriented weapon. Does major piercing damage. AP 5. -2 DEX. Requires STR 9.
[/PTab={background-color:#181818}] [PTab=Explosives] Explosives
C-4 - Your standard explosive for just about every FPS and Micheal Bay movie, this chunk of plastic explosive packs quite a punch. Takes 1 action to set up per unit, and range of detonator is 1 kilometer. Mission-specific item. STR oriented weapon. Max AP 5.
M18 Smoke Grenade - Puts the "Blind" in blindspot. 6 second timer, and releases a 5m by 5m cloud of smoke. Mixing marihuana oil in the gas canister is illegal, but also really funny. Costs 100 dollars. STR oriented weapon. -3 PER when inside radius.
Incendiary grenade - This little piece of flaming white phosphorous will burn just about anywhere. 6 second timer. Fire will spread over a 2 meter diameter area. Flames will extinguish after 4 turns, but will last if flammable material supplied. Note: Illegal to use in civilian areas under International Law. Not that Xerna cares, but then again they'd use molotovs. Costs 150 dollars. STR oriented weapon. Does moderate fire damage.
M18 Stun Grenade - For your everyday breach and clear needs. 6 second timer, and will blind and deafen anyone within 1.5 meter radius without protection or cover. Do not throw in water, you really don't want to do that. Costs 50 dollars. STR oriented weapon. Does moderate shock damage to all within blast radius.
M67 Fragmentation grenade - Your classic grenade, used by numerous military forces around the world. It has a 6 second timer. And no, it does not deal holy damage, even though we did have a man called Monthy test it on rodents. Cost 50 dollars. STR oriented weapon. Does moderate explosive damage (Break and Shock). Apprentice gunsmith explosive.
Tripwire - A tool used for setting traps of certain kinds. Can be used 3 times. Takes one round to set up.
Detonator - A remote detonator, used to set off explosives and make them go off at command. Explosive must be set up in advance. Comes with three ignition devices. Takes one round to set up.
IED - Improvised explosive device, deployed by means of a tripwire or remote detonator. These explosives can be used to lay traps at low cost. Can be made as anti-personnel or anti-tank.
AT-mine - AT mines are mines specifically made to damage and destroy vehicles. Though they don't activate under the pressure of the weight of most smaller things such as people. Large predators are still at risk. It comes in the form of a disk, with pressure plate on top. Once thrown down, one can cover it in some vegetation or dirt to keep it obscured. STR oriented weapon. Does major explosive damage (Break and Shock). AP 5.
Claymore mine - An ingenious design, anti personell mines specifically made for indoor situations. The mine is made in an arched shape, with a blast zone specifically to one forward direction. It can be set up on a surface and activated, which will cause for two laser sights to transmit. Once the laser lines are broken, the mine will detonate a shrapnel explosive. STR oriented weapon. Does major explosive damage (Bleed and Shock). AP 3.
Bouncing betty - Breaks geneva laws, so that already tells you enough. A spring-set tripwire activated mine that jumps into the air once activated. Due to jumping into the air, it comes far closer to the upper mass of the body and thus is far more lethal. Requires setting up a tripwire. STR oriented weapon. Does major explosive damage (Bleed and Shock). AP 3.
AP-mine - An anti personel mine used for taking out soldiers from below. Deployed much like an AT mine, these mines come in disk shapes. Can activate under the weight of small creatures, including viro. STR oriented weapon. Does major explosive damage (Break and Shock). AP 3.
M320 grenade launcher - A grenade launcher, made to either be attached under an assault rifle or held as a standalone weapon. The weapon is capable of being loaded with 40mm grenades of varying payloads. Can hold up to 10 grenades, handloaded. STR and PER oriented weapon. Does moderate explosive damage (Break and Shock). AP 5.
M79 Grenade Launcher - A grenade launcher, single shot and break action, that is probably the one that comes to mind when you think of a grenade launcher. This Vietnam era weapon will lob 40mm grenades of varying payloads anywhere you'd please-- though it is a stand alone weapon. Can hold up to 10 grenades, hand-loaded. STR and PER oriented weapon. Does moderate explosive damage (Bleed and Shock). AP 5.
MGL - In case a break-action grenade launcher wasn’t enough for you, this 6-round revolving 40mm grenade launcher might satisfy you. You might also need a psych evaluation. Semi-automatic firing. STR and PER oriented weapon. Does moderate explosive damage (Bleed and Shock). AP 5.
Panzerfaust 3 - Remember that little single-use rocket launcher from the World Wars? Well, Germany has proved once again that is has weapons that once more fausts Panzers. Back in Black, this oddly shaped rocket launcher will pierce your average walls, a majority of armored beasts, and most tanks you'll find on your everyday battlefield- enough to be used by the SRT. Comes with 3 reserve projectiles and an additonal loaded projectile. Can not be modded. STR and PER oriented weapon. Does major explosive damage (Break and Shock). AP 5.
SMAW -Used by the SPR, this little puppy is the go to weapon for taking down enemy armor. Or when you really just have to make sure that spider is dead. Despite looking more like a telescope than a weapon, it does pack quite the punch. Comes with 3 reserve projectiles and an additional loaded projectile. Hand-loaded. STR and PER oriented weapon. Does major explosive damage (Break and Shock). AP 5.
RPG-7 - Let's be honest here- if a movie includes terrorists and any amount of AK-47, you will have seen this piece of rocket slinging machinery. Which is means it is definitely suited for Xerna. And no the meaning of the acronym is not "Rocket Propelled Grenade". Comes with 3 reserve projectiles and an additional loaded projectile. Hand-loaded. STR and PER oriented weapon. Does major explosive damage (Break and Shock). AP 5.
M202 FLASH - This quad-barreled launcher fires missiles filled with an incendiary payload akin to napalm, and was intended to replace flamethrowers when it was introduced. For that reason, if you fire this thing at a human, you're most likely gonna be in legal trouble. Often mistaken for a traditional rocket launcher by idiots who can’t be arsed to research beyond their video game of choice. Semi-automatic firing. STR and PER oriented weapon. Does major explosive damage (Break and Shock). AP 5.
FIM-92 stinger - Oh boy, an apache helicopter got triggered by you misgendering it and now it's coming to launch hot salvos of missiles right onto your house. If only you had an FIM-92 stinger ™ to save you with it's highly accurate infrared fire and forget anti-air shoulder fired missile system. Well good news, you can get one for only 38.000 dollars. But as a soldier, you might be lucky enough to have one assigned to you for specific missions. Now you're rolling with the big guys! STR and PER oriented weapon.Does major explosive damage (Break and Shock). AP 5. Can only be fired at airborne vehicles.
Javelin launcher - No, this thing doesn't throw spears. It's far, far worse. And way more expensive. This launcher locks onto a vehicle, shoots out a missile right into the air vertically. After this, it comes down in an arch onto it's target much like a mortar, but with infrared targeting. Due to the fact that most vehicles are weakest in terms of armour on the topside of their body, this method is incredibly powerful. It costs a small 100.000 dolla- Holy shit. 100.000 dollars? Does anybody even make that much money in here? STR and PER oriented weapon. Does major explosive damage (Break and Shock). AP 5. Can be locked onto vehicles, or guided by laser. In the latter, the operator has to keep still until the missile hits.
XM109 - A grenade sniper rifle. Yes, this is a real weapon. No, were not being paid to make shit up. Fires semi-automatically, with 5 rounds per magazine. STR and PER oriented weapon. Does major explosive damage (Break and Shock). AP 5.
[/i][/font][/font] [/PTab={background-color:#181818}] [PTab=Self contained spells] Self contained spells
M20 spell container - Modelled after the m18 flashbang, with the storing of spells in mind. This particular model is empty, being open for an enchanter to fill it with a spell costing up to a LVL2 spell slot. Apprentice level material, made by gunsmiths.
Distractis - A self contained spell version of the darkness spell "Distract". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast distract.
Illusis - A self contained spell version of the darkness spell "Illusion". What the illusion portrays is decided by the enchanter before being made. Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast illusion.
Blindis - A self contained spell version of the light spell "Blinding light". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast blinding light.
Hydarma - A self contained spell version of the water spell "Water shield". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast water shield.
Trapia - A self contained spell version of the earth spell "Trapping vines". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast trapping vines.
Harvis - A self contained spell version of the wind spell "Harvest wind". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast harvest wind.
Aeris - A self contained spell version of the wind spell "air wave". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast air wave.
Aardis - A self contained spell version of the earth spell "earth shield" Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast earth shield.
Portcrystal - A crystal imbued with void magic.This object can be placed on the ground, carefully so, after which it can be used to instantly teleport to said crystal at a later time. Perfect of escaping hot scenarios. Journeyman level enchanter object.
M21 spell container - Modelled after the m18 flashbang, with the storing of spells in mind. This particular model is empty, being open for an enchanter to fill it with a spell costing up to a LVL 5 spell slot. Journeyman level material, made by gunsmiths.
Silencius - A self contained spell version of the light spell "moment of silence". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast moment of silence.
Duplicus - A self contained spell version of the void spell "clone". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast clone.
Aegis - A self contained spell version of the void spell "void warrior". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast void warrior.
Orbis - A self contained spell version of the fire spell "chaos orb". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast chaos orb.
Negaeris - A self contained spell version of the wind spell "bad air". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast bad air.
Advanaeris - A self contained spell version of the wind spell "advanced air wave" Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast advanced air wave.
m24 handle container - A handle, with storing capabilities for a specific few spells. This container allows one to contain a legendary summoned weapon spell. The handle forms into the handle of whatever the weapon is, allowing one to summon the weapon with the press of a button. Master level material, made by gunsmiths.
Spell weapon - A self contained spell, containing one of the following spells in a m24 handle container: Grim scythe, holy halberd, void blaster, rebellious bastard, valiant scimitar, tidal trident, grounded hammer, hunters bow. Uses one m24 handle container to make. Master level enchanter object. Enchanter must be able to cast the according weapon.
[/PTab={background-color:#181818}] [PTab=Special weaponry] Special weaponry
Barbed wire - A roll of barbed wire that can be carried. Kept together by two rolling mechanisms, once pulled apart, it will quickly scatter into a wide bush over the ground which can be easily overlooked in certain situations. Walking into the 1 metre wide radius causes one to be trapped and bleed. Inflicts stun and bleed upon contact.
Snapping trap - A small suitcase set with brutal claws inside, deployed much like a beartrap. It is used for taking down moderately large prey as well as smaller prey. Inflicts moderate shock. Counts as single consumable.
M2 4.2 inch Mortar - Quite a heavy piece of explosive-lobbing machinery. Weighs 90lb (Composed of titanite), and takes 2 rounds to set up or take down. Max range of 4 kilometers, and takes 1 round of flight before hitting for every 1 km traveled. Beside from this it is also a metal rod that kills people that can't see you. In fact, you can't even see them. Isn't that great? Takes 1 round to calculate distance. AP 4.
M3 Flamethrower - Three large canisters strapped to the back of the user, the smallest filled with inert propellant, the others filled with flammable gas and liquid. A feared and loathed weapon of the battlefield, popular in use against entrenched enemies. A more advanced version of Vietnam War era flamethrowers, due to magic desensitizing people to burning slightly. That's right, not even napalm smells as good as this. Sends a stream of flame a maximum of 160 feet if liquid. Gas has a range of 20 feet, but can easily fill rooms. The flamethrower comes with two canisters, each allowing for 15 bursts of destructing fire. Does fire damage.
[/PTab={background-color:#181818}] [PTab=Catalysts] Catalysts
Novice wand - A wand wielded by the beginning mage. Trust me when i say this is no ordinary oak branch. One-handed weapon. +1 EMO. Novice enchanter catalyst.
Novice staff - A staff wielded by the beginning mage. Made from twisted oak branches. Primary weapon. +1 INT. Novice enchanter catalyst.
Novice microphone - A simple microphone/speaker all in one that serves as a catalyst for holy light magic. A secondary weapon. +1 spell/skill slot level on holy light magic and bard skills. Novice enchanter catalyst.
Apprentice apocrypha - A book with catalystic features, specifically made to aid in the use of necromantic magics. Secondairy weapon. An additional undead thrall can be commanded. Apprentice enchanter catalyst.
Magibow - An arch of metal resembling a bow, but lacking any string. The tips of the bow are set with mana crystals and runes which power it. Using this bow, one can 'draw' projectile spells at lowered mana cost and fire them off. This bow makes for a great weapon for mages who focus on offensive capabilities. LVL1 projectile spells gain +2 to oriented stats and require no spell slots to be used. Doubles actions per round towards using LVL 1 projectile spells. Can cast multiple of the same projectile spell in a single round. Two handed weapon. Apprentice enchanter catalyst
Journeyman's wand - A birch branch with twisted black ends. This wand is wielded by the more practiced mage. Secondary weapon. +2 EMO. Journeyman enchanter catalyst.
Journeyman's staff - A young birches trunk, twisted at its tips with black ends. This staff is wielded by the more practiced mage. Primary weapon. +2 INT. Journeyman enchanter catalyst.
Journeyman's catalyst glove - A glove with tips and palm-pad made from white alckemical metals, most prominently being magnesium. This glove is often wielded by spellswords and warlocks. Takes no weapons slot. +1 EMO. Journeyman enchanter catalyst.
Journeyman's book - A book displaying details of spellcasting that has been charged with mana. This book is used by the mages who wished to fight purely with magic. Secondary weapon. +1 INT and EMO. Journeyman enchanter catalyst.
Journeyman's instrument - An instrument that can be carried by a person to serve as an amplifier to their bardic magics and playing skills. A primary catalyst. +1 to effects of holy light and bardic skill stat boosts.
Magishield - A kite-shaped shield with the size of a tower shield. It is light, but less capable than a tower shield at taking hits. Not that it's meant for that. The magishield is made for a purpose much higher than that. It is lined and filled with crystals, attuned to casting protective and buffing spells to protect its wielder. Buffing spells last 2 rounds longer. Spell slot requirement is one level lower for shielding spells. Can cast shield spell while raised. AP 3 but halves actions per round when raised (except towards shielding spells). A one-handed weapon. +1 SAU. When raised, if SAU is higher than attacker's oriented stat for projectile spell, the spell will be resisted. STR oriented when used to bash. Journeyman enchanter catalyst.
Expert apocrypha - A book with catalystic features, specifically made to aid in the use of necromantic magics. It is much thicker than the apprentice apocrypha, and contains some handy instructions. Secondairy weapon. Two additional undead thralls can be commanded. Zombies have +2 VIT. +1 INT and +2 EMO. Expert enchanter catalyst.
Voidhorn - A wand made from the antler of a Xeglun. It is a powerful catalyst, boosting void magics in particular through its peculiar properties. Wielded and used much like a wand. All void magics gain an increased degree of shock damage. Spells that already cause this effect gain become major. Need a xeglun horn to make. Expert enchanter catalyst.
Magibow + - A crossbow variety of the magibow which is made to fire off spells. By having a larger construction, this crossbow turned catalyst can hold more mana-crystal parts. This allows the magibow to fire off projectile spells with higher power. Projectile spells gain +2 to oriented stats. Doubles actions per round towards firing projectile spells. Can cast multiple of the same projectile spell in the same round. Two handed weapon. Expert enchanter catalyst.
Master's staff - A long, elegant staff used by master sorcerers, mages and warlocks. It is made from a single large root, which at the end of its tip sprouts into many smaller roots. These roots all go in outward directions, with crystals "weaved" into the singular roots. Throughout the wood, magnesium lining is set. Two-handed weapon. +4 INT. Master enchanter catalyst.
Master's wand - A short tangled wand made from many roots intertwining to envelop a crystal at its base and over on its half-way length. These wands are used by master mages. One-handed weapon. +4 EMO. Master enchanter catalyst.
Master's catalyst glove - A glove, with tips and palm-pad made from either ebonite or solite metal alloys, which depends on what type of magic the user intends to cast. This glove is often wielded by masterful spellswords and warlocks. Takes no weapon slot. +2 EMO. Master enchanter catalyst.
Master's book - A book, used by master spellcasters to help casters cast their magics more quickly and powerfully. As it is opened, it will already begin to project effects. One-handed weapon. +2 EMO and INT. Master enchanter catalyst.
Master's necronomicon - A book with catalystic features, specifically made to aid in the use of necromantic magics. The true necronomicon is said to hold powers even greater than this copy, which only contains snip bits of its original instructions. Nonetheless, it contains truly dark and useful instructions. If you find lost pages of the black book, you can add them to this catalyst. One-handed weapon. Three additional undead thrall can be commanded. For every lost page added, +1 to INT and EMO. Master enchanter catalyst.
Magibow + mini - A one-handed version of the magibow + that features a vertical draw to easily fit in a holster. The very top of the line when it comes to magibows. Due to it being one-handed, one can dual wield it. Allowing one to fire off twice as many spells simultaneously. Use no spell slots when using LVL1 projectile spells. Projectile spells gain +2 to oriented stats. Doubles actions per round towards firing LVL 1 projectile spells. Can cast multiple of the same projectile spell in the same round. One-handed weapon. Master enchanter catalyst.
Magibow X - A grand bow, capable of firing off projectile spells with destructive accuracy and power. It also allows one to pinpoint the position for other spells, granting a better and more accurate casting. Use no spell slots when using LVL1-3 projectile spells. Projectile spells gain +5 to oriented stats. Doubles actions per round towards firing projectile spells. Can cast multiple of the same projectile spell in the same round. Two handed weapon. Master enchanter catalyst.
Magishield X - A buckler sized shield, capable of projecting a magical shield capable of taking enormous amount of damage head-on. It is super light and can even block magical attacks, making it an incredible shield. Buffing spells last 2 rounds longer. Spell slot consumption for shielding spells is decreased 2 levels. Can cast shield spell while raised. AP 5, but halves actions per round when raised (except towards shielding spells). +1 VIT and +2 SAU. When raised, if SAU is higher than attacker's oriented stat for projectile spell, the spell will be resisted. STR oriented weapon when bashing. Master enchanter catalyst.
[/PTab={background-color:#181818}] [PTab=John's specialties] John's specialties
Some weapons, specifically those made by John, don't quite fit any specific category due to their... extravagant nature.
Gunblade - A fairly simple bastard sword, with the exception that the crossguard has a trigger mechanism at the hilt side. Paired with a revolving loading mechanism, this construction allows it to fire off .32 bullets as well. A great solution for dealing with ranged targets as a swordsman. DEX and PER oriented weapon. Does moderate slashing or piercing damage. AP 2.
Jackhammer - A rendition of the gunblade, except this badboy doesn't care about actually extending your range. By slapping a blunderbuss onto a stick, you get this terrifying sledgehammer that lets off a shotgun blast with every hit. Careful with the recoil... STR oriented weapon. Does major blunt and shock damage. AP 4.
Greatwhip - Flamberge are good swords and all. But wouldn't those wiggly blades be cooler if they could actually wiggle? Well, if you tap the back of your Greatwhips hilt hard enough, this contraption will extend into a heavy whip. Excellent for clearing out an entire room with a single slash. STR and DEX oriented weapon. Does moderate slashing damage and AP 3 in sword mode, does major slashing damage and AP 2 in whip mode.
Case-and-point - This nifty little submachine gun is made to be folded into the exact shape of a regular, businessman's suitcase. Simply fold it out and you have yourself a 20 bullet bullpup submachine gun with built in supressor. DEX oriented one-handed weapon. Does piercing damage. AP 1. Built-in supressor.
Desperado - A small calibre pistol that is attached to a slider, which in turn can be attached to the inside of a sleeve. Allows the user access to a gun without taking up too much space, or being too obvious. Only has 2 bullets so use sparringly. DEX oriented one-handed weapon. Does piercing damage. Takes no weapon slot. AP 1.
Sly-bye - Introducing larger calibres to the art of stealth; This rifle can be easily taken apart and put back together within a single round, allowing it to be hid away. Made from plastics to avoid any metal detectors. Equipped with standard 30 bullet magazines. The dream of any hijacker. STR and PER oriented weapon. Does moderate piercing damage. AP 3. Built-in supressor.
Geneva breaker A knuckle duster, dagger and flamethrower. Legal to sell, less legal to actually use. STR And DEX oriented weapon. Does moderate piercing and blunt damage. AP 3. Flamethrower mod will cause moderate fire damage. 2 bursts per canister. Can hold up to 5 canisters. Can use fire once per round.
Fister - Due to a 'bureacratic incident', it was initially showcased at a kamasutra convention. The Fister is a mechanical punching-enhancer, which reacts to sudden movements of the wielder by deploying a pneumatic-powered bar of steel before the fist. STR oriented one-handed melee weapon. AP 4. Does major blunt damage. STR +4 when punching.
ROCKETU FIEST - Another punching apparatus; Famously named after its introduction during a science convention at the university of Cogniti. A title proclaimed right before the 'ROCKETU FIEST' shot and punched an onlooker. The ROCKETU FIEST is a two-set metal and arachnoiyan glove. The arachnoiyan under-glove stays on to protect the wearer from the metal gloves main trick: Engaging thrusters and firing off the hand into the target's face. Alternatively, the thrusters can be used to make one's punching ability stronger. STR oriented weapon. Counts as unarmed. AP 3. Does moderate blunt damage. Can be shot and retrieved, or charge up for one action to release a stronger punch that increases damage and gains +2 AP.
Teazer - Initially made as a more accesible alternative to tasers for nokizuma giants who decided to be cops. These are knuckledusters with a high-voltage tazer, allowing for some shocking damage and possibly a stunning blow. STR and DEX oriented one-handed melee weapon. AP 2. Does blunt and electric damage.
The Who? - An electric catalyst guitar fitted with blades at the sides of the body that allow particularly frustrated or immersed bards to use their guitar as a battle axe. The blades are rigged with high-volate electrodes, to give those hits an extra umpf. STR and EMO oriented weapon. AP 3. Does moderate slashing and electric damage. +1 to spell/skill slot levels when using holy light or bardic skills.
Carnage - At face-value, this might seem like a regular shotgun. The catch here is its 4 gauge ammunition; and for the people among us who don't know how gauge works... Basically, the smaller the number, the closer you get to a howitzer. Like its gauge, it only fits 4 slugs, but damn are those slugs heavy. STR oriented two-handed firearm. Does major blunt and shock damage. AP 5.
Boombox - A typical 80's style boombox. Except its actually just a modern boombox taped to a shoulder-mounted rocket launcher. Comes with two shots before needing to reload, and acts as a bard catalyst. Can carry up to 6 additional missiles. STR and EMO oriented catalyst. AP 5. Does moderate explosive damage (Bleed and Shock). +1 to bard skill status boosts.
Umber-ella - Though it looks to be nothing more than an umbrella at the surface, this is actually a multifunctional catalyst that doubles as sword. The device consists of three parts. The blade with typical umbrella-like handle. The magi-shield, which looks every part like an umbrella, but which can deploy serrated edges. This shield is made entirely from magnesium lined titanite and is functional both as a physical shield and a modifier for support spells. Finally, the sheath serves as a modifier, activated only when both sword and shield are returned to it. In this state it can deploy an advanced magic shield with the capacity to collect blocked spells and projectiles. Upon drawing the ' umbrella' back, it will fold over as if broken by a hard wind. This mode however does not break the umbrella, but rather turns it into a canon which can fire back absorbed damage in a focussed beam. Doing this however requires a 3 round recharge. Alternatively, one can unsheathe the sword after absorption and gain additional elemental damage depending on absorbed spells. Sword: DEX oriented one-handed weapon. Does moderate slashing damage. AP 3. Shield: Buffing spells last 2 rounds longer. Spell slot requirement is one level lower for shielding spells. Can cast shield spell while raised. AP 3 when raised. Halves attacks per round for other weaponry. A one-handed weapon. +1 SAU. Umbrella: Buffing spells last 2 rounds longer. Spell slot consumption for shielding spells is decreased 2 levels. Can cast shield spell while raised. AP 5 when raised. +1 VIT and +2 SAU. Movement speed +1 when raised. Absorbing field: Can be cast once every 3 rounds. Deploys a magic shield that absorbs all (magic) projectiles, then transforms them into either a focussed blast or reinforcement for the sword that lasts 2 rounds. LVL 10 spell, requires 8 SAU.
Humour of pain - A long metallic polearm with several different deployment variations. Coming in the original form of a sleek titanite pole with a larger ball at each end. The balls can deploy spikes, and the polearm can be snapped in half to form two one-handed maces instead, Its different forms of deployment come with different status effects. In its Melancholy form, the weighted bals serve as heavy hitting, bone breaking instruments. Deploying the spikes causes the sanguine form to rend flesh especially well, causing enhanced bleeding on victims. In its non-spiked dual wielding form, pleghmatic, it deploys internal rotors which will have captured static electricity from movement and transform the steel balls into tesla-coil esque charged weapons. Finally the choleric form deploys the spikes, now each infused with poison from internal storage. All forms - STR oriented weapon. Melancholy - Two-handed, does major blunt damage. AP 5 Sanguine - Two-handed, does moderate blunt and minor slashing damage. AP 4 Pleghmatic - 2x One handed, does moderate blunt and minor shock damage. AP 4 Choleric - 2x One handed, does moderate blunt damage. Minor poison damage. AP 3.
Handyman - A 1 metre long stick of heavily magically infused steel. Though plain on the surface, this weapon is actually incredible versatile, as it can be made to deploy unholy earth magic in order to morph. This causes any kind of blade or blunt to extend from the pole in whatever way the user wishes it so. Allowing one to, at any time, wield any number of different melee weapons. Be it an axe, sword, greatsword, spear, mace.... Stats copy that of other codex weapons. Can not replicate any weapons with mechanical usage.
[/PTab={background-color:#181818}] [PTab=Mech weaponry] Mech weaponry
Mech weapons are, essentially, guns ripped off of broken down tanks, given a lick of paint and a nice design, then handed over to a mech. Great business model. Often, these things are also strapped onto dragons for an additonal kick.
Hand cannon - The most literal interpretation of a hand cannon, this automatic pistol uses 20mm non-explosive rounds. With 10 rounds in every mag, the average mech carries about 3 additional mags. DEX oriented weapons. Does moderate explosive damage (Bleed and Shock). AP 4.
M-MGL - A 40mm revolver. This weapon, in essence, is just a better looking supersized MGL. But its a devestating weapon at that. STR oriented weapon. AP 5. Does moderate explosive damage (Bleed and Shock).
Carbinus 04 - A mech-carbine, made with an aut-loading 90mm cannon. This rifle shoots semi-automatically, with a surprising range. Comes with 20 rounds per mag, the average mech carries four mags. PER oriented weapon. Does moderate explosive damage (Bleed and Shock). AP 5.
L-RAD - The mech version of a sniper rifle, this weapon was made by taking a T-90 apart, and bringing the turret back together in the rough shape of a rifle. It's name stands for Long-Range Asset Destroyer. Needs to be reloaded with every shot, but sports a massive amount of damage. Comes with 20 shells. PER oriented weapon. AP 5. Does major explosive damage (Bleed and Shock).
Backburner - A back-mounted 75mm howitzer that allows the mech to be turned into a long range artillery weapon. It works best as an anti-infantry weapon, due to its large explosive radius and splash damage, but lack of armour piercing abbility. Comes with 20 shells. PER oriented weapon. AP 4. Does major explosive damage (Break and Shock).
Hispanica - No, it's not a slur for mexican. The Hispanica is essentially a rotary machinegun made with Hispano 20mm cannons tied together fourfold. It fires at a high rate, and carry 100 shells per box-mag. A mech will carry two additional mags. STR and PER oriented weapon. Does major explosive damage (Break and Shock). AP 4.
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