RESEARCH FOR PC WEAPONS COMPLETE:
UPDATE: Just choose between 2 Power Weapons and one Side Arm.
Power Weapons:
Assault Rifle: Clip size is 20 to 30 rounds.
Picatinny rails are often equipped for versatility. Helpful accessories include scopes, red-dot sights, laser pointers, flashlights and tactical grips. Assault rifles can toggle amongst rapid fire or a semi automatic rate. It should be noted; however due to the small ammo clips rapid fire should be used in controlled bursts at long distances. In order to balance out the rp the Assault Rifles sniping abilities are severely limited as compared to the long-range abilities of a Sniper Gun.
SMG: Clip Size: 200-500
SMGs are purely automatic fire guns, which in the year 613 PA have almost quadrupled for ammo they can hold. A major advantage that a SMG has overall was that in medium to close range combat it took destroy multiple enemies at once. Secondly this weapon has a high clip ratio ridding the need for a constant need to reload unlike the Assault Rifle or Modified Magnum.
Rocket Launchers: Clip Size: 1 Max Ammo: 3
Rocket launchers have advanced tremendously. Their explosion radius is essential to destroying multiple enemies at once and is perfect for attacking an enemy fort. While these weapons were highly inaccurate at long range for the reason that once fired the rocket tends to spiral violently, take into consideration that whole battles could be decided on one single shot from a rocket launcher.
Anti-Material Sniper Rifle: Clip Size: 3-5
Anti-Material Sniper Rifles were originally second-hand in the Modern Era as a means to penetrate heavily armored vehicles; however during the year 613 PA Anti-Material Sniper Rifles were a must as most combat units were indeed Elemental Mobil Suits. These weapons have the longest range out of any weapon and generate the loudest BANG when fired. When silenced, range is moderately limited and the BANG is therefore mild. Anti Material Snipers take the most discipline out of any unit on the battlefield. Phantom Core equipment technology has allowed snipers to automatically predict the exact statistics for the estimation concerning the range to the target and the shot the success rate of the shot. This technology is very expensive however and should never totally be relied upon.
Shotgun: Clip Size: 2-4
Unlike most firearms, shotguns don't fire solid shots. Instead, they fired a great spread of smaller shots loaded into shells known commonly as buckshots, hence shotguns are sometimes called scatterguns. The spread pattern of the shots allows greater chance of hitting a target, and even allows more than one target to be hit at once. Great for Close Quarters Combat but ineffective in long to medium range fights. Some shots have explosive rounds.
Brawler Arms:
Brawler Arms were designed for maximum mobility on the battlefield in most cases. Swords, axes, spears, polearms, ringed weapons, hammers, and whips are just some of the few tools of destruction that are included in the plethora of combat arms. Each brawler weapon can either slice and dice with an energy based weapon or cause massive explosive based damage to an enemy. Brawler weapons have no need to reload.
Side Arms
Modified Magnum: Clip Size: 10-50
Standard pistols were outdated in the time of 613 PA. The Modified Magnum packs more of a punch and is similar in respect to an assault rifle although range and firepower is severely limited. Like the assault rifle picatinny, rail accessories include scopes, red-dot sights, laser pointers, flashlights, and tactical grips. Unlike the assault rifle, however silencers can be equipped without limiting overall range. The modified magnum can switch between burst fire or semi-automatic shots.
Grenades: Max Ammo: 1-3
Some grenades were considered impractical by military personnel do to the sheer defensive power that the Phantom Cores and Specters provide. Tear gas and frag grenades being the two of them. Smoke, flashbang, and concussion nades; however stood the tests of time. Smoke shells were used primarily for marking their targets or marking landing zones rather than to conceal movement, because of the current Phantom Core and Specter technologies that most Elemental Mobil Suits possess.
Last edited by
ArtofFiveSpheres on Fri Jun 05, 2009 1:20 pm, edited 2 times in total.
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