Missile Weapons
Ballistic Weapons | Low-Velocity Missile Weapons | Miscellaneous Missile Weapons |
Missile weapons may never be used in melee combat to block an attack nor may they be swung to hit a person. They may only be used to "fire" an approved bullet, arrow etc. Missile weapons are grouped by damage for clarity and consistency.
Ballistic Weapons |
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All attacks with a Ballistic Missile weapon cause five points of damage.
Skill Name | Human | Cyborg | Zoner | Multiple Purchase | Comments |
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Crossbow two-handed | 20 | 20 | 15 | No | |
Flame/Acid thrower | 25 | 25 | 35 | No | Not truly a ballistic weapon but grouped here for damage consistency. |
Firearm I | 30 | 30 | 30 | No | Spring gun only. |
Firearm II | 60 | 60 | 60 | No | Prerequisite Firearm I. Can purchase Melee/Missile and Two Missiles skill if using a pistol-sized marker. |
Firearm III | 90 | 90 | 90 | No | Prerequisite Firearm II. |
Firearm IV | Special | Special | Special | No | Prerequisite Firearm II. |
Crossbow two handed: Allows the use of a crossbow using both hands to hold and aim. Both hands must be used to hold and fire the weapon. This weapon and the bolts must pass an ATF safety check and must use foam darts/arrows similar to nerf arrows.
Flame thrower/Acid thrower: A special skill allowing the use of a "supersoaker" type device to simulate a liquid based attack. Flamethrowers should be backpack type supersoakers. Both hands must be used to hold and fire this weapon. You should avoid trying to squirt the target in the face or eyes, however, if the water does hit the target's head, the spray affects them. A verbal statement of "Fire" or "Acid! must accompany the attack so the target knows what is represented by the water.
NOTE: This weapon will be limited by having a finite number of attacks associated with the fuel/ammunition phys-rep used in game. The water, (jellied gasoline or acid), used in the phys-rep must be bought or manufactured in-game. You do not have an unlimited supply of jellied gasoline or acid as close as the nearest water faucet.
Firearm I, II, III, IV: Allows the use of a spring loaded gun or a specially modified paintball marker to simulate a firearm. If the marker is pistol-sized it can be used one-handed. The other hand may be empty or may be used to hold an item that is not a weapon or shield. If the marker is rifle-sized, it may not be used one handed. The second hand must be used to hold the marker and it must be empty.
Firearm I will allow you to use a single-shot spring gun.
Firearm II will allow you to use to use a pump style marker and load up to 5 rounds in the feeder/hopper/magazine.
Firearm III will allow you to use a semi-automatic paintball marker and load up to twenty rounds in the feeder/hopper/magazine.
Firearm IV will allow you to use a fully automatic paintball marker and load up to 30 rounds in the feeder/hopper/magazine. This skill can only be learned IG and is very rare.
NOTES: Ammunition for all guns and modified paintball markers must be the soft foam balls provided by ATF. Markers must have their muzzle velocity and passed by an ATF safety inspection. Two levels of this skill are needed to purchase the " Melee/Missile and Two Missile" skill. (pistol sized markers only) The " Melee/Missile and Two Missile" skill may NOT be used with a rifle.
You may always use a gun from a lower skill level but still load the higher amount of bullets into the feeder/hopper/magazine.
You must by these skill in order. Each lower level is the prerequisite for the next level.
Low Velocity Missile Weapons |
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All attacks with a Low Velocity Missile weapon causes one point of damage.
Skill Name | Human | Cyborg | Zoner | Multiple Purchase | Comments |
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Needler I | 25 | 25 | 25 | No | |
Needler II | 50 | 50 | 50 | No | Prerequisite Needler I. Can purchase Melee/Missile and Two Missiles skill if using a pistol sized marker. |
Needler III | 75 | 75 | 75 | No | Prerequisite Needler II. |
Thrown Weapon | 25 | 25 | 20 | Yes | Ineffective against robots unless used with the pierce skill |
Thrown Weapon II | 25 | 25 | 20 | No | Ineffective against robots unless used with the Pierce skill. |
Needler I, II, III: This is a device that fires an armor-piercing dart. Needlers always punch through armor, clothes, backpacks etc. and hits vitality. A buckler or a shield can block needler darts.
A call of "Pierce" should be made when this weapon is used. This allows the target to know that he/she/it is being hit by an armor-piercing dart. A single dart may be coated with a powerful sleep-inducing drug or other type of poison. Only one AP dart may be coated with poison at a time no matter how large a magazine the needler has. If the needler is semi or fully automatic, the first dart fired is the one with the poison. The call for this special type of dart would be "Pierce-Poison!"). The AP dart causes one point of damage to vitality and the call "Pierce" should be made with the shot. AP darts that are coated with a poison do not lose the poison if the target has armor as the AP dart does pierce the armor. Thus the poison is not wiped off due to armor. Needler darts are NOT reusable in an "in-game" sense. (Just like bullets are not re-usable.) Although you provide the darts for your dart thrower, you must "purchase" them as ammunition in-game before you can use them. (You are "on your honor" to do so.) You may use the pierce skill in conjunction with this weapon.
Needler I allows you to use a single shot version this type of weapon. This weapon must use small foam darts and many different types of weapons will simulate this weapon type.
Needler II allows you to use semi-automatic versions of this type of weapon and to load up to five darts. It also allows the purchase of the Melee/Missile and Two Missile skill but only if the Needler is pistol sized.
Needler III allows the use of a full automatic version of this type of weapon and load up to twenty rounds.
Thrown Weapon: Allows the use of throwing weapons such as daggers, shuriken, rocks or other similar weapons. Throwing weapons must be made entirely from foam and covered with a layer of duct tape or soft latex coatings. They cannot contain any rigid materials or weights or have sharp points. You may pick up and reuse thrown hand weapons. You may use the pierce skill in conjunction with a thrown weapon. A single thrown weapon may be coated with a dose of poison and kept separately from the others of its type.
The first purchase of this skill allows you to use this type of weapon. The second purchase of this skill allows the purchase of the Melee/Missile and Two Missile skill using a thrown weapon in one hand and another weapon in the other.
Miscellaneous Missile Weapons |
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All attacks with a Miscellaneous Missile weapon cause no damage but the attack delivers an effect.
Skill Name | Human | Cyborg | Zoner | Multiple Purchase | Comments |
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Blow gun | 20 | 25 | 10 | Yes | Ineffective against robots unless coupled with the pierce skill |
Blow gun II | 20 | 25 | 10 | No | Ineffective against robots unless coupled with the pierce skill. |
Heavy Weapons | 30 | 25 | 30 | No | |
Pepper /Tear Gas | 20 | 20 | 20 | Yes | Ineffective against robots. |
Sticky Ball | 25 | 30 | 30 | Yes |
Blow gun: Delivers a poisoned dart. The dart and blowgun must be approved by ATF before use. (Please get this weapon and the dart(s) approved before buying this skill.) This dart causes no damage to the target but the poison or tranquilizer causes the effect. Any physical armor negates the poison. This skill is ineffective against robots or armored individuals unless coupled with the pierce skill. The pierce skill allows armor to be bypassed so "poisons" will not be wiped off and negated. A blowgun must use soft foam darts similar to nerf darts.
The first purchase of this skill allows you to use this type of weapon The second purchase of this skill allows the purchase of the Melee/Missile and Two Missile skill using a blowgun as the weapon in one hand and another weapon in the other hand.
Heavy Weapons: Allows the character to use a variety of weapons that cause area damage and/or massive damage with a single shot. There are several wepaons that fall into this category. Grenade launchers, missile launchers, and other such "heavy" missile weapons fall into this category.
A grenade launcher or an AT missile will cause 10 points of damage (as with the slay skill) and will affect everyone, friends and foes alike, within a 15 foot blast radius outdoors and the whole room indoors. These grenades or missiles explode on impact with the ground, person, or solid wall. A call will be made by the throwing character when the grenade explodes: "Slay, 15 feet".
The damage to a "heavy-armored" target (warbot, tank, armored car, armored turret, etc) is considered special and different types of targets will be affecetd in different ways. However, if the grenade or AT missile first hits the ground and a heavy-armored target is within the balst radius, at most it will suffer 10 points of damage. If the grenade or AT missile hits the target directly, it could be knocked out of commission with a single shot. If the target is hit directly, there is still an area effect blast (saly) for all others within the blast radius as described above.
Pepper spray/Tear Gas spray: Any target with "organic" eyes, (not electronic), will NOT be able to use any Melee Art or psionic discipline for five minutes. This attack causes no other damage. This device can be simulated using a squirt device filled with water. (Devices that look like guns are NOT acceptable for these devices.)
The water only needs to hit the target's front or side torso. You should avoid trying to squirt the target in the face or eyes, however, if the water does hit the target's head, the spray still affects the target. A verbal statement of "Pepper spray" or "Tear gas!" must accompany the attack so the target knows what the water spray represents.
NOTE: This spray weapon will be limited by having a finite number of attacks associated with the phys-rep used in game. The tear gas/pepper juice used in the phys-rep must be bought or manufactured in-game. You do not have an unlimited supply of tear gas as close as the nearest water faucet.
The first purchase of this skill allows you to use this type of weapon. The second purchase of this skill allows the purchase of the Melee/Missile and Two Missile skill skill using a the spray as the weapon in one hand and another weapon in the other hand.
Sticky Ball: When hit by a sticky ball the target's feet are encased in a gel-like goo that sticks their feet to the ground so they may not move for five minutes. The target may still move their arms and fight, they are just stuck fast in one spot and may not move their feet. A soft foam ball, (think nerf ball) covered in green tape will be used to simulate a stickyball. The thrower must be wearing a "tagged" in-game glove that allows them to throw the ball without it sticking to their hand.
The second purchase of this skill allows the purchase of the Melee/Missile and Two Missile skill using a stickyball as the weapon in one hand and another weapon in the other hand.