Weaponry |

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May 12 2009, 7:24 AM EDT (current) Deathreaver999 45 words added, 1 word deleted
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Weaponry


Weaponry is broken down into three categories, basic weaponry, advanced weaponry and special weaponry.

Basic weaponry is broken down into four (4) category's, the category's are as follows, Light, Medium, Heavy, and Extreme. Depending on the category, there will be restriction on who and how it can be use. Below there will be description's of such items. Now with all basic weaponry, comes a limit on how long before item is rendered useless or destroyed. The amount of damage an item can take will be next to the items below.
(Now these are just guideline items so if you don't see a items, use your best judgment call on what it should be under and how it can be used.)

Advanced Weaponry is weapons such as guns, grenades, knives, swords, and so on. These items can be
made with the proper skills or bought from stores/dealers of such items. When using advance weapons no abilities are allowed unless noted other wise. Advance weapons range in the different levels of damage, range, and who can use them.
(Now these are just guideline items so if you don't see a items, use your best judgment call on what it should be under and how it can be used.)

Special Weaponry is as it says in the title, Special Weapons. These weapons range in type, damage, range, and who/how they can be use. Now special weapons may be found, taken/stolen, awarded by GM, or in some cases made. Special Weapons may be enhanced by the characters feats or abilities.
(Now these are just guideline items so if you don't see a items, use your best judgment call on what it should be under and how it can be used.)

*Weaponry is all around you in Clix Campaign, so don't forget to use what is available.
Basic Weaponry


Light - Light weaponry is as follows below. Light weaponry adds 1 point of damage to an attack. This
damage is avoidable with feats and powers. Light weapons have a range of 5 - or 10 with super strength.

  1. Chairs (Office,Kitchen, and Lawn)
  2. Computers (laptops and tabletops)
  3. Water Coolers
  4. T.V.'s
  5. Small Tables
  6. Outdoor Trashcan
  7. Small Size Rock/Building Chunk/Earth
Medium - Medium weaponry is as follows below. Medium weaponry adds 2 points of damage to an
attack. This damage is avoidable with feats and powers. Medium weapons have a range of 3 - or 8 with super strength.

  1. Couch
  2. Table (picnic, kitchen, etc..)
  3. Lazy Boy (Chair)
  4. Cd/DVD Rack
  5. Clothing Rack
  6. Chest
  7. Street Signs (speed limit, Stop, etc...)
  8. Park Bench
  9. Cabinets
  10. Desk
  11. Newspaper Box
  12. Work Bench
  13. Medium Size Rock/Building Chunk/Earth
Heavy - Heavy weaponry is as follows below. Heavy weaponry adds 3 points of damage to an attack.
This damage is avoidable with feats and powers. Now these will require super strength or telekinesis. Heavy weapons have a range of 6

  1. Refrigerator
  2. Stove
  3. Safe
  4. Motorcycles
  5. Outdoor Planters
  6. Small Trees
  7. Phone Booth
  8. Large Size Rock/Building Chunk/Earth
Extreme - Extreme weaponry is as follows below. Extreme weaponry adds 4 points of damage to an
attack. This damage is avoidable with feats and powers. Now these will require super
strength or telekinesis. Extreme
weapons have a range of 4

  1. Large Trees
  2. Vehicles
  3. Lamp Post
  4. Street Lights
  5. Bus Stop Building
  6. Extreme Size Rock/Building Chunk/Earth



Advance Weaponry

Guns - Guns have no restrictions on who can use them. All guns are ranged weaponry and have a limited use. So when they run out of bullets they require reloading by the use of clips or battery packs, reloading takes one free action before they can be used again. Clips and battery packs range in size by how bullets they hold or by how many uses before battery drain. Now when using a gun no feat or abilities can be used unless noted other wise. Damage from a gun maybe avoided or reduced by the use of feats or abilities by targeted character.

Semi - Auto - Semi Auto weaponry can be fired in a normal or burst shot. A normal shot is the trigger being pull once in one action. A burst is the trigger being pulled two time in one action. Now a burst shot will require two attack rolls in one action.

Handguns
  1. Small - Dam\ 1 \Range\ 5 \$\ 150 \Other\
  2. Large - Dam\ 1 \Range\ 6 \$\ 250 \Other\
  3. Lazar - Dam\ 1 \Range\ 7 \$\ 1500 \Other\ This weapon requires a use of a battery pack.
  4. Stun gun - Dam\ 0* \Range\ 5 \$\ 2500 \Other\ This weapon requires a use of a battery pack. *Stuns target for 1 round *NOTE* target using mind abilities or feats are not affected mentally.
Rifles
  1. Shotgun - Dam\ 2 \Range\ 3* \$\ 300 \Other\ Shotguns can't be fired in burst mode *Range is 1x3x3 or 1x2x3 all target also in this range get hit as well. Diagram below

























    X

















    X















  2. Hunting - Dam\ 2 \Range\ 10 \$\ 450 \Other\
  3. Sporting - Dam\ 2 \Range\ 8 \$\ 550 \Other\
  4. Military - Dam\ 2 \Range\ 10 \$\ 1500 \Other\
  5. Lazar - Dam\ 2 \Range\ 8 \$\ 2500 \Other\ This weapon requires a use of a battery pack.
  6. Freeze - Dam\ 0* \Range\ 7 \$\ 3500 \Other\ This weapon requires a use of a battery pack. *Target is frozen for 1-3 rounds. 1d6 \1-2\ 1 \3-4\ 2 \5-6\ 3
Full - Auto

Handguns

Rifles

Bladed Weapons

Knives

Swords


Melee Weapons

Ranged Weapons

Grenades
  1. Normal - Dam\ \Range\ \$\ \Other\
  2. Stun - Dam\ \Range\ \$\ \Other\
  3. Flash - Dam\ \Range\ \$\ \Other\
  4. Gas -
    • Teargas - Dam\ \Range\ \$\ \Other\
    • Knock-Out - Dam\ \Range\ \$\ \Other\
    • Acid - Dam\ 1* \Range\ \$\ \Other\


Special Weaponry