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Weapons

Guns

Explosives

Other

THE LISTING


WARNING: Some Spoilers contained!


.45 Heavy Revolver: Much like Vash's gun. It is very heavy, so even though it is really a pistol (and therefore size 2) it is considered size 3 because of the weight. It is very powerful and accurate. (x1.3 accuracy, 2 shots/turn, 1 if reload).

.22 Derringer: Similar, but slightly more powerful than Meryl's derringer's, they come with two shots instead of one. Although not deadly, they are cheap, small, and easy to conceal weapons. It is too small to allow the use of a scope. (2 shots/turn w/reload)

.38 Colt: A much more common weapon, it fires faster than the Heavy because of its lesser kickback, it does, however, not pack quite the same punch. One of the most commone weapons found. (x1.1 accuracy, 3 shots/turn, 1 if reload)

.36 Sniper Rifle: A very deadly and precise weapon that can strike at very long distances. It has a built in scope, and therefore does not benefit from the addition of a scope. (x2 acccuracy, 1 shot/turn, none if reload)

.55 Turn Bolt Rifle: A weapon that can fire a shot at impressive speeds. This gun is not all that common except in areas where bandits or large animals are major difficulties. (x1.25 accuracy, 1 shot/turn even if reload. Does not have a damage penalty at long range.)

.223 Repeating Rifle: This weapon has a much greater rate of fire than the Turn Bolt, but the bullets are not projected at quite the same velocity, and a heavy bit of kickback makes the gun become innaccurate if it is used to shoot to quickly. (x1.1 accurcy with 5 shots/turn, none on reload, or x.5 accuracy to unload an entire cartridge.)

.45 Light Revolver: Akin the the numerous pistols carried by Thaddeus D. Wolfwood, they are lighter, less powerful, but much more common than the heavy revolver, second only to the colt in common usage for their slightly slower rate of fire, but higher accuracy. (x1.3 accuracy, 3 shots after reload turn, 2 shots on next turn, 1 shot on reload turn, repeat.)

Stunner Gun: It IS Milly's gun for all purposes. Although it rates 1, it acts as an additional 4 for the purpose of knocking the target out. (x1.5 accuracy, 3 shots/turn, 1 on reload.)

Rotating Duel Barrel Sniper: This is basically the same gun of the bounty hunter in the first episode. It is, for the most part, a Sniper Rifle, but it shoots faster and needs to be reloaded less often, but it takes a long time to reload. It does not have a built in scope, but cannot utilize one either because of the rotating action of the barrel. (x1.8 accuracy, 2 shots/turn, reload takes 3 extra turns with no shots.)

The Big Sniper: This is a replica of the weapon used by the Gung-Ho-Gun, Caine the Longshot, and most people are completely incapable of using it. It is, however, a very lethal and powerful weapon, provided you can set it up in a place that faces your foes. It can only be aimed in a 90 degree arc in front of it, but it has the longest range of any weapon. It take two full turns to change the way it faces. It has a scope built in, and therefore cannot benefit from the addition of a scope. (x2 Accuracy, 1 shot/turn always. 2 ft blast radius on shots.)

.32 Minigun: A very fast shooting, but usually innacurate weapon, it has fallen out of favor, but many bandits and the like use it because it is an easy to upkeep weapon, and is really just a rapid-fire pistol sometimes, for many of them are just modified colts. (x.5 Accuracy, 15 shots/turn, 10 on reload.)

.45 Uzi: A very fast shooting, if not always accurate, weapon. It has become more widely used, for it is more accurate and has a faster rate of shooting than the Minigun. (x.6 Accuracy, 20 shots/turn, 12 on reload.)

.36 Machine Gun: The fastest shooting common gun. Its tendency towards innacuracy makes it little used, but it is used from time to time anyway, for it does prodject a deadly hail of fire. (x.25 Accuracy, 125 shots/turn, none on reload, and reload takes two extra turns.)

Cross [Type A]: This is the same as Wolfwood's cross. It has a 100 shot Machine Gun in it (x.75 accuracy, 100 shots/turn, none on reload, reload takes an extra turn) and a two shot rocket launcher (1 shot/turn, none on reload, 10 ft blast radius). It also contains slots to hold up to 10 light pistols or colts, [or any combination thereof]. It provides a wall when hidden behind, or 50% defense when being used as a defense while returning fire. Cost:

Cross [Type B]: As the cross of the man who faught Wolfwood near the end of the show. Splits into two machine guns. (x.75 accuracy, 100 shots/turn, none on reload). Same defensive bonuses a Type A when in one peice. Cost:

Duel Barrel Shotgun: A powerful weapon that shoots out a spray of metal pellets. Its duel barrels allow it a decent rate of fire, and many hermit-like people carry them. (x.75 accuracy, 2 shots/turn, 1 with reload, or (at short or hand to hand range) x2 accuracy and the damage is upped by 2)

Cluster Grenade [Potato Masher]: Another refrence to the bounty hunter in the first episode, these explosives pack a tremendous punch. (20 ft blast radius)

Gauntlet Gun: The same weapon used by the Gung-Ho-Gun in the episode called Diablo. It is powerful, and shoots quickly, but the kickback is very strong. Many people cannot use them. (Special reqs for using, x.4 accuracy, 50 shots/turn, none on reload)

Hand Grenade: The basic explosive weapon of the time. A very simple explosive devise that sends out sharp peices of metal in all directions when it goes. (10 ft blast, hard to heal damage)

Rocket Launcher: Fires powerful fire and concussion damage explosives at a much longer range than people can throw other forms of explosive. (10 ft blast)

Mine: A simple explosive that explodes upon being stepped on or can be set for a timer. (20 ft blast)

Katana: A powerful sword, like the one used by Rai-Dai but without the added firing capabilities. Provides a special degree of defense based on race and stats. (x1.2 accuracy)

Knife: From here forwards, multiples of these will be called knifes, to the horror of grammer teachers everywhere. A simple common weapon most people have in their houses. Can be used to stab or throw. (x1.05 Speed)

Caltrops: Sharp, 4-pronged objects that are dropped on the ground and cause significant pain to anyone who steps on them. Useful for traps less lethal than those set by mines, and cheaper. They are also re-usable. (hard to heal wounds, x.85 speed to victim)

Rock: The same simple, hard objects you can find in your yard. Not particularly effective in either hand to hand or thrown combat, but they are free and easy to come by. (acts as 2 for stunning and knock out)

Arm Gun [Type A]: This is the first gun that pops from Vash's arm. It is powerful, easy to conceal, and takes no space, as it is part of the body, but the correct hand must be empty to use it. One must have lost an arm somehow to purchase this, and must also have access to the high-tech peoples that can provide them. (x1.5 accuracy, can be used with any other 1 handed weapon, 2 shots/turn, reload takes about an hour, as well as special equipment)


Arm Gun [Type B]: Vash's second arm gun. Requirements same as 1st. (x.8 accuracy, 50 shots/turn, reload takes about an hour as well as special equipment)

Blade Boots: Used once by Vash, these are boots with a spring-loaded knife in them. They are effective in close combat, and are easily concealed by nature.