870
edits
(adds winton repeating rifle) |
m (→Lever Action: adds a +1 to the capacity) |
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It also supports a bayonet. | It also supports a bayonet. | ||
|} | |} | ||
==== Lever Action ==== | ==== Lever Action ==== | ||
Lever-action firearms are characterized by the lever that is utilized to chamber new rounds and eject spent ones. While an antiquated form of cycling cartridges, lever-actions are iconic of the old West: an immense cultural phenomenon that has only returned in force with the emergence of the Frontier in 2517. While often clunkier and more difficult to work than a pump-action, these weapons still find a home in those who appreciate their operation. | Lever-action firearms are characterized by the lever that is utilized to chamber new rounds and eject spent ones. While an antiquated form of cycling cartridges, lever-actions are iconic of the old West: an immense cultural phenomenon that has only returned in force with the emergence of the Frontier in 2517. While often clunkier and more difficult to work than a pump-action, these weapons still find a home in those who appreciate their operation. | ||
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!{{anchor|Winton Mk. VI Repeating Rifle}}Winton Mk. VI Repeating Rifle | !{{anchor|Winton Mk. VI Repeating Rifle}}Winton Mk. VI Repeating Rifle | ||
|[[File:556-casing.png|64px]]<br>.308 | |[[File:556-casing.png|64px]]<br>.308 | ||
|8 Rounds | |8+1 Rounds | ||
|42 Brute | |42 Brute | ||
|[[Supply crates#Armory|Ordered from Cargo]]. | |[[Supply crates#Armory|Ordered from Cargo]]. | ||
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|A long rifle capable of loading a respectable number of rifle rounds. The bullets fired by this gun travel faster than most and are capable of inflicting wounds at range. However, it fires slower than most shotguns, and each round must be individually loaded. | |A long rifle capable of loading a respectable number of rifle rounds. The bullets fired by this gun travel faster than most and are capable of inflicting wounds at range. However, it fires slower than most shotguns, and each round must be individually loaded. | ||
|} | |} | ||
==== Launcher ==== | ==== Launcher ==== | ||
A launcher firearm is a weapon that kinetically launches an ordinance over some range. While this can range from an explosive rocket to a small syringe, or even something as laughable as a banana scream pie, these guns typically load a single projectile which is then immediately ready to fire. | A launcher firearm is a weapon that kinetically launches an ordinance over some range. While this can range from an explosive rocket to a small syringe, or even something as laughable as a banana scream pie, these guns typically load a single projectile which is then immediately ready to fire. | ||
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*[[File:Arrow explosive.gif|frameless]]'''Explosive Arrow:''' Can be activated as if the grenade were being held. Will detonate at the end of the timer, even if it is fired. Cannot embed. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]]. | *[[File:Arrow explosive.gif|frameless]]'''Explosive Arrow:''' Can be activated as if the grenade were being held. Will detonate at the end of the timer, even if it is fired. Cannot embed. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]]. | ||
*[[File:Syringe arrow.png|frameless]]'''Syringe Arrow:''' If this arrow embeds, the reagents in the syringe will transfer as if fired by a syringe gun. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]]. | *[[File:Syringe arrow.png|frameless]]'''Syringe Arrow:''' If this arrow embeds, the reagents in the syringe will transfer as if fired by a syringe gun. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]]. | ||
===== Admin Arrows ===== | ===== Admin Arrows ===== | ||
While unable to be crafted or obtained in any way, these arrows are available to be spawned by nefarious administrators. | While unable to be crafted or obtained in any way, these arrows are available to be spawned by nefarious administrators. | ||
* [[File:Singuloarrow.gif|frameless]]'''Singularity Arrow:''' Has a break chance depending on the tier of the singularity shard attached. The higher the tier, the higher the break chance, and the more catastrophic it is when the arrow breaks. Will release scaling radiation and EMP upon breaking. If the shard attached is "all-powerful", will release a singularity upon breaking. | * [[File:Singuloarrow.gif|frameless]]'''Singularity Arrow:''' Has a break chance depending on the tier of the singularity shard attached. The higher the tier, the higher the break chance, and the more catastrophic it is when the arrow breaks. Will release scaling radiation and EMP upon breaking. If the shard attached is "all-powerful", will release a singularity upon breaking. | ||
* [[File:Smarrow.gif|framless]]'''Supermatter Arrow:''' Can be thrown or fired from a bow to effect supermatter interactions on atoms hit, like the supermatter sword. | * [[File:Smarrow.gif|framless]]'''Supermatter Arrow:''' Can be thrown or fired from a bow to effect supermatter interactions on atoms hit, like the supermatter sword. | ||
=== Energy === | === Energy === | ||
Energy weapons, while rarer than ballistics in most environments, are standard-issue on Nanotrasen stations due to their research. Instead of utilizing clips or magazines, energy weapons have an internal cell that they draw upon in order to spontaneously create a projectile. While this makes for a convenient weapon that does not demand the carrying of additional magazines, this forces most energy weaponry to utilize anchored [[File:Recharger.gif]]rechargers in order to replenish their cell. In addition, EMPs will completely drain an energy weapon's cell, save some exceptions. | Energy weapons, while rarer than ballistics in most environments, are standard-issue on Nanotrasen stations due to their research. Instead of utilizing clips or magazines, energy weapons have an internal cell that they draw upon in order to spontaneously create a projectile. While this makes for a convenient weapon that does not demand the carrying of additional magazines, this forces most energy weaponry to utilize anchored [[File:Recharger.gif]]rechargers in order to replenish their cell. In addition, EMPs will completely drain an energy weapon's cell, save some exceptions. |
edits