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 TSC Weapon list

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TSDZ_President
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TSDZ_President


Posts : 8854
Join date : 2010-04-15
Age : 31
Location : The Void

TSC Weapon list Empty
PostSubject: TSC Weapon list   TSC Weapon list EmptySun 17 Oct 2010 - 19:51

This is the general list of STARTING weapons, you can have any combo you want, but I preffer a loadout that works together. You may have any amount of any weapon you want, but I have to verify it to make sure it isn't unrealistic and rediculous (such as 4 sniper rifles and 50 grenades, that is a no-no)

Rifles:

CX IV Anti-Material Rifle: ​​​​​​​​​​​​​​​​​​​​​​​​​​​​Gun is rather blocky in shape. Having two barrels, one stacked on the other, it alternately shoots between the two at rapid speeds. Gun features grip and iron sights.

Ammo: Anti-Material CX IV Ammo clip, holds 250 shots per clip

Damage detail: Anti-matter disperses one atom per atom of anti-matter, giving it a disintegration effect. The gun is good for, but not perfect for, anti-armor and general use. Anti-Matter only destroys what it touches, meaning that the hole you make with a shot will only be as big as the shot. Armor penatration: 2 inches, period. Gun makes high-pitched hissing/whining noise when fired, similar to mosquito noise but louder. Full auto only.

Warning: Clip explodes with hand-grenade force if shot, disintegrates all within a 5-foot bubble (clip is INSIDE the gun)



H-7 MAW (Main Assault Weapon): A standard assault rifle, features red-dot sight and spare clip holder on the side. Burst, semi-auto, full-auto.

Ammo: H-7 Clip, holds 25 rounds per clip

Damage detail: Standard bullets with decent armor penatration

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H-9 Avenger: A semi-automatic rifle, features ACOG scope with red-dot sight. Great accuracy, semi-auto only.

Ammo: H-9 Clip, holds 18 rounds per clip

Damage detail: Bullets with good armor penatration



Shotguns:

RT-12: A standard pump-action shotgun, features iron sight and choke.

Ammo: 12 gauge shotgun shells, holds 6 in the gun

Damage detail: Bad armor penatration from a distance, good armor penatration at close range



RN-M-12: A 12 gauge shotgun designed to shoot around corners, uses materialization technology to ready a new shell upon firing. Features camera under barrel for around-the-corner shooting and choke. Semi-automatic.

Ammo: MDC (Materialization Drive Cartridge) holds charge for 25 shots

Damage detail: Same as 12 gauge pump shotgun

Warning: EMP kills this gun



RF-12: A standard-sized shotgun with a revolver-stile chamber (cannot be removed). Features iron sight. Semi-automatic.

Ammo: 12 gauge shotgun shells, holds 12 in the gun

Damage detail: Same as 12 gauge pump shotgun

Warning: Gun is not as accurate as the RT-12, and is prone to jamming



Handguns:

TP-1: A standard handgun, features iron sight. Semi-automatic.

Ammo: TP-1 clip, clip holds 16 bullets

Damage detail: While a trusty and accurate sidearm, it isn't very strong, minimal armor penatration at best.



TP-2: A stronger version of the TP-1, features iron sight. Semi-automatic.

Ammo: TP-2 clip, clip holds 9 bullets

Damage detail: Decent armor piercing, still not as good as an assault weapon or shotgun however

Warning: beware of recoil



TP-M-4: Identical to the TP-1 but uses materialization battery. Semi-automatic.

Ammo: MDC (Materialization Drive Cartridge), holds charge for 26 bullets

Damage detail: Identical to the TP-1

Warning: EMP kills it



577 'Hammer': Hardly a handgun, the hammer is almost the size of a sub-machine gun. It fires one round before having to be reloaded, cock it like a shotgun to empty the chamber of the shell. Features iron-sight. Shells are a little larger than a .50 cal. shell. Uses gauss technology to accelerate bullet.

Ammo: 577 shells, gun holds 1 at a time.

Damage detail: Not super-effective against armor piercing, but anything but that is going to be blown apart.

Warning: EMP kills it.



Sniper rifles:

SN-7: A good, balanced sniper rifle. Features cope w/ red dot retical and stand.

Ammo: SN-7 clip, clip holds 7 bullets

Damage detail: Better armor piercing, but not good for super-thick armor



575 'Sledgehammer' Variable Rifle: Rifle uses 'gauss' technology to accelerate heavy bullets to a high velocity, features electronic scope w/ infrared and night vision settings, stand, and charge indicator. Note: gun can use 1 of 4 types of 575 cells, each with a different power output.

Ammo: 575 clip, clip holds 3 shots

Damage detail: Cell 1: a little better than the SN-7, is silenced. Cell 2: Armor-penatrating, not silenced. Cell 3: Charged, heavy armor penatration, very loud. Cell 4: -no info-

Warning: EMP kills it



Grenades and explosives:

Hand grenade: you know what this is, I don't need to explain it.

Thermite Grenade: Explodes like the hand grenade, but sprays red-hot thermite everywhere, burning through whatever it touches (some things can't be burned through, just fyi). Uses pull-pin. Explodes in 10 seconds.

Throwing-knife grenade: Twist the end of the handle and throw...it works exactly how you think it would. Explodes in 4 seconds.

Anti-matter charge: Works like C-4 but with ani-matter. Blows up with a press of a button. Disintegrates all within 5 feet.

Anti-matter grenade: Same as the charge, but you can't stick it to a wall. Still remote-detonated. 5 foot radius.

Plasma grenade: UNLIKE HALO, this plasma grenade emits a flash of super-intense red light (plasma) that burns everything within 12 feet, diminishing in intensity as the distance increases. Inner 3 feet disintegrates combustable material, middle 4 feet is burned severely, outer 5 feet is burned and caught on fire if combustable. Uses pull-pin. Explodes in 10 seconds.



Blades:

Combat dagger (or knife): A 7-inch stainless steel blade featuring a serrated edge near the grip.

Throwing knives: you know what this is.

Anti-material knife/dagger: Uses magnetic strips to guide anti-matter along the 6 inch blade. Beware of 2 minute battery life. Uses X-Cell type 1. It can cut through anything...but beware...IT CAN CUT THROUGH ANYTHING.

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