So, you don't want to use Projectile, Laser or Energy weapons huh? Not enough fire power or uniqueness in using Flame Throwers or Grenades? You want even more choice of ranged weapons? Ok, have it your way then. This page lists a variety of different types of ranged weapons that you can use from around the galaxy along with their ammunition.
And if there is a weapon you really, really want but don't see here (and please, no one request the MP Super Weapon, those who know about it will understand what I am talking about), then email the Games Master and he will see about including in the game if he thinks it's feasible. You never know, he may have already created the weapon already as he has hundreds of other weapon ideas lying around for use in the Roleplay but had to draw the line somewhere when writing this website up.
Anyway, feel free to browse down this list at your leisure and see if this fills your thirst for even more variance amongst your weapon choices:
Bows and Crossbows
Perhaps a rather primative weapon considering the modern age, but some people have found themselves being able to make quite a name for themselves with these in the past, especially considering how quiet one can be when using them.
Bows
Cost: Between 20-250 credits
Availability: Common
Size: Rifle
Description: The variance in price represents the many different forms that bows come in. In some backward places of the galaxy, one can still pick up a bow made of a few string like materials attached to a piece of wood for a really cheap price, while in other parts, you can pick up a sporting bow that is made of modern materials with all manners of interresting pulley and tension holding additions added to it. But however much you pay for you bow, it all works the same, your place an arrow against the shaft of the bow, ending the arrow against the draw string, pull back, take aim and release. Well, their's bit more of an art to it than that, but you get the general idea. But do remember, you get what you pay for and no, a bow can not be fired one handed (unless one knows a very, very advanced bow technique) and you certainly don't get automatically reloading bows.
Crossbow
Cost: 100-300 credits
Availability: Common
Size: Rifle
Description: Like the Bow, the crossbow has a bit of variance to it's price depending on where one picks one up from. A crossbow is a bit easier to use than a normal bow, but is also a bit heavier. It requires two hands to use one. However, because of the design of crossbows, it is possible to buy a crossbow with a magazine that allows the crossbow to automatically reload after each shot. For this, you are looking at paying between 250-300 credits to begin with and then an additon 5 credits per extra bolt it's magazine can hold (upto a maximum of 15 bolts).
Handbow
Cost: 250 credits
Availability: Rare
Size: Pistol
Description: A smaller version of the Crossbow, the Handbow can be held and fired one handed like any other pistol. Not as powerful as it's bigger cousin, it is easier to conceal. Like the crossbow, you may buy additional magazine space to allow it to reload bolts for exactly the same cost.
Electro-Bow
Cost: 500
Availability: Rare
Size: Pistol/Rifle
Description: The Electro-Bow is a nifty modern day version of the full size bow. It appears at first glance to be not much bigger than the hand of the person holding it, but when the person pull's back on the bow string, the bow expands out along with the draw string till it becomes as large as normal bow. When released, the bow contracts rapidly back to it's normal size, firing the arrow at an even faster and more deadly speed than a normal bow. Though it requires two hands to use (and thus is like a rifle), it's size when not in use makes it as easy to conceal as a pistol.
Arrows and Bolts
The ammunition that is used with bows are called arrows and the ammunition for crossbows are known as bolts. Though two different types of ammunition, they are basically same in design. The different types below can be applied to either type of ammunition, just remember to state whether it is a bolt or arrow you are buying at the time as bolts can not be used with bows and vice-a-versa.
This following list gives details of several different types of arrows/bolts that you may use:
Primative
Cost: 1 credit for 10
Availability: Common
Description: Primative Arrows and Bolts are just that. Normally made on worlds which don't have much access to technology, it is just simply a bit of wood carved to the right shape with some animals feathers stuck in the end a iron head put on the tip (sometimes they don't even bother with that). Though cheap, most will break upon impact and are not exactly the most accurate ammunition you can be using.
Modern
Cost: 1 credit
Availability: Common
Description: These arrows and bolts have been made out of more modern materials. There are more likely to survive the stresses of being fired and normally one can reuse an arrow or bolt as long as it hasn't become dented. Because of the higher level in precision in their construction, modern arrows are also more accurate.
Explosive Tipped
Cost: 5 credit
Availability: Common
Description: A common modification made by weapon engineers in the Dark Thaum is to add a small bit of impact explosive to the end of an arrow or a bolt. This gives the arrow or bolt a bit more punch when it hits, enabling it break through tougher armours then before. However, it does mean that the arrow/bolt is useless after being fired.
High Powered
Cost: 15 credits
Availability: Rare
Description: In this rarer modification, the arrow/bolt is given a small bit of chemical jet to it's back which ignites shortly after being fired, propelling the bolt or arrow upto five times as far as normal and hitting upto five times harder. For an additional 5 credits, you can find these being made with explosive tips as well.
Quiver
Cost: 15 credits
Availability: Common
Description: This handy carrying case is essential for anyone serious about using a bow or crossbow. It will hold around 30-40 arrows or bolts and can be either strapped to belt or slung over the shoulder.
Missile Launchers
From one end of the weapon technological scale to the other, for something with a lot more destructive capability... Missile Launchers.
Missile Launchers are basically just a launch system for the true weapon itself, the missile. As missiles come in all shapes and sizes though, so to must the launcher. Missiles can basically be defined by their guidance system and so the following list gives the different types of missiles, the cost for the basic missile and the cost for the launcher. The section following this then deals with the warhead, the cost of which must be added to the basic cost for the missile.
Note: All missile launchers hold only one missile at a time and usually take a couple of minutes to reload. Also, all missile launchers are considered to be Heavy size weapons.
Unguided
Base cost of Missile: 1000 credits
Cost of Launcher: 2000 credits
Availability: Common
Description: This is the simplist missile and missile launcher. The missile does not have any guidance systems of it's own, so the person firing it has to site the launcher to it's target. The missile then flies in straight line towards where the firer aimed it. Due to the simplicity in constructing them, this type of missile launcher is the easiest to get hold off.
Operator Guided
Base cost of Missile: 2000 credits
Cost of Launcher: 5000 credits
Availability: Rare
Description: Once the missile is fired, then via either a wire attached to the back of the missile or via special electronic signals, the firer can guide the missile to it's target. How the firer does this varies from launcher to launcher. Some just simply keep the target in their sites and the missile follows while other more complex ones may have a seperate control box with which they can steer the missile once fired.
Self-Seeking
Base cost of Missile: 5000 credits
Cost of Launcher: 2000 credits
Availability: Rare
Description: The missile has an array of complex detection systems onboard that cause it to seek out and home in on what ever it is designed to home in on. The most commmon version of this works on thermal energy (heat seeking) but there are other types as well such those that home in on radio singals or dimensional activity. Just make sure that you are not the strongest source for it to home in upon.
Electronic Lock
Base cost of Missile: 7500 credits
Cost of Launcher: 7500 credits
Availability: Rare
Description: In this version, the firer designate prior to launch a target using the launchers own equipment. This picks up details like the targets visual profile and numerous other aspects about the target which is then passed onto the missile just prior to launch. The missile when fired then goes and seeks this target out, not giving up until it has either hit this pre-defined target or runs out of fuel.
Artificial Intelligent
Base cost of Missile: 50'000 credits
Cost of Launcher: 20'000 credits
Availability: Super Rare
Description: Artificial Intelligent missiles work by the user liturally talking to the missile before hand (normally through typing commands into their launcher, though some are sophisticated enough to accept vocal commands) giving directions in what they want the missile to do. The missile is then able to follow the users orders once launch, making decisions for itself concerning various aspects like how best to approach the target etc... Using this method, assasians have had missiles follow twisting corridors to hit their target and the best example was of a special missile used in the Ritech Industries bombing in 99'987 SC in Delta Feareo. There, a missile flew in through a hotel door, pressed the elevator button to take it down to the basement, flew in and waited in the lift and the flew out again once it had reached the right floor to go strike it's target which it did by reading room numbers!
Missile Warheads
In addition to purchasing a missile, one must also purchase the warhead that will go in the end of the missile otherwise the missile will be useless. There are a number of different types of warheads avaliable, several of which are listed below.
Note: When purchasing missiles, you buy them with the warhead already in there. The availability is counted is being by which ever one is higher. For example, if the warhead was common by the missile rare, than the availability would by rare, but it the missile was rare and the warhead was super rare, the availability would be super rare.
Explosive Warhead
Cost: 500 credits
Availability: Common
Description: The most common type of warhead in use is one which is simply packed full of normal explosives. However, though this is the cheapest warhead, it is worth not underestimating it because the the destructive yield on this warhead far out strips most other weapons on the market.
Armour Piercing Warhead
Cost: 750 credits
Availability: Common
Description: The warhead in this type is specially shaped so as to cause maximum penetration on a target before striking. Some Armour Piercing warheads will also feature a laser in the nose of the missile to weaken the armour just prior to the missile striking.
Bunker Buster Warhead
Cost: 1000 credits
Availability: Rare
Description: A truely destructive type of warhead. The whole missile case is designed of extra harden material and the missile is designed in such a way that it buries itself deep into a structures surface before exploding. A good tool for knocking out strong fortifications.
High Explosive Warhead
Cost: 1250 credits
Availability: Rare
Description: This is an even more powerful version of the Explosive warhead. Though not as efficient as cracking open armour or fortifications as some, the explosive radius of the warhead is many times greater, capable of taking out hundreds of lightly armoured targets if will aimed.
EM Lash Warhead
Cost: 3000 credits
Availability: Rare
Description: This warhead features a strong electical generator that emits a very strong EM lash of lightning energy upon impact. This energy can knock out electronics for hundreds of metres around the target point as well as electricuting people close to it.
Nuclear Fision Warhead
Cost: 10'000 credits
Availability: Super Rare
Description: Made illegal by the Assembly of Nations the galaxy over, getting hold of one of these is very, very hard. It's not the destructive yield that the weapon has that has caused the weapon to be banned, but the fact that the target area is doused also with deadly radiation for a very long time.
Plasma Warhead
Cost: 5000 credits
Availability: Rare
Description: A very destructive and powerful warhead that uses plasma to liturally vapourised anything that the missile hits.
Ion Warhead
Cost: 7500 credits
Availability: Rare
Description: Even more powerful than a plasma warhead, anything near to where an Ion Warhead strikes is practically disintegrated in a flash.
Dimensional Warhead
Cost: 25'000 credits
Availability: Super Rare
Description: Carrying an onboard Dimensional Generator, the Dimensional Warhead rips a tear between several dimensions at once. Nothing is known to be able stop a dimensional tear and the result can be catostrophic indeed.
Disquette Weapons
Developed in Requis, Disquette weapons are weapons that fire very small disk's and deadly speeds, slicing opponants apart in seconds. Very messy and very quick firing weapons.
Auxillary Disquette Launcher
Cost: 75 credits
Availability: Common in Requis, Rare elsewhere
Size: Auxillary
Description: An Auxillary Disquette Launcher is capable of holding upto 30 disquettes in it's magazine and can fire these out at a rate of around 5-10 disquettes per second.
Disquette Pistol
Cost: 150 credits
Availability: Common in Requis, Rare elsewhere
Size: Pistol
Description: The magazine of a Disquette pistol is capable of holding upto 60 disquettes and the pistol can fire at a rate of 10-15 disquettes per second.
Disquette Rifle
Cost: 400 credits
Availability: Common in Requis, Rare elsewhere
Size: Rifle
Description: The Disquette Rifle has two magazine (for ease of reload), each of which hold upto 100 disquettes. These Disquettes can be fired out at a rate of 25-30 disquettes per second.
Disquette Cannon
Cost: 1200 credits
Availability: Rare in Requis, Super Rare elsewhere
Size: Heavy
Description: The Disquette Cannon has two magazine like the rifle and each one is capable of holding upto 250 disquettes. The disquette cannon has a rate of fire around 50-60 disquettes per second - nasty.
Disquettes
Below is described a few of the types of ammunition available for disquette weaponary.
Standard Disquette
Cost: 1 credit for 10
Availability: Common in Requis, Rare elsewhere
Description: The standard disquette is nothing more than a small solid disk shaped piece of metal with vrey sharp edges. Still, this makes it more than deadly enough weapon when used in Disquette weapons.
Explosive Disquette
Cost: 1 credit
Availability: Rare in Requis, Super Rare elsewhere
Description: A difficult process to do, a Disquette can have a small amount of explosive built into them tha causes the disquette to explode upon impact, causing even more damage then normal.
Shredder Disquette
Cost: 3 credits
Availability: Rare in Requis, Super Rare elsewhere
Description: Simalar but not quite the same as the bullet type by the same name, the Shredder disquette after being being fired uncoils a couple of tiny wires from inside itself. This effectively causes much bigger wounds as the disquette and the wires rip their way through targets. It also very good for clearly foilage out of ones path, though expensive.
Shrieker Disquette
Cost: 1 credit
Availability: Rare in Requis, Super Rare elsewhere
Description: Works in a simalar manner to the bullet type of the same name, cause people to become unnerved upon hearing it's shrill shriek as it passes them (note races like Deleebans who have higher hearing ranges are uneffected by Shriekers sound).
Datex Weaponary
Designed and built in Delta Feareo, Datex weaponary is the name given to weapon's that fire small ball bearings at incredibly fast speeds through the use of guass acceleration. Though not very destructive, the ball bearing is capable of punching through even the most solid of armour.
Note: As well as using ball bearings as ammunition, Datex weaponry also need powercells to power them.
Auxilary Datex
Cost: 50 credits
Availability: Common in Delta Feareo, Rare elsewhere
Size: Auxillary
Description: Has a magazine that carries a total of 20 ball bearings. It also holds one powercell and uses 1% charge every time in fires. Can fire a ball bearing every second.
Datex Pistol
Cost: 90 credits
Availability: Common in Delta Feareo, Rare elsewhere
Size: Pistol
Description: Has even more power and range than the auxillary Datex, can carry upto 50 ball bearings at once and has space for one powercell. It uses 2% charge everytime it fires.
Datex Gun
Cost: 200 credits
Availability: Common in Delta Feareo, Rare elsewhere
Size: Rifle
Description: Stronger again than the Datex Pistol, the Datex Rifle has two magazines, each holding upto 100 ball bearings. It can also carry upto 4 powercells and use 4% everytime it fires.
Auto-Datex
Cost: 500 credits
Availability: Rare in Delta Feareo, Super Rare elsewhere
Size: Rifle
Description: Slightly stronger than a Datex Pistol, the Auto-Datex has a much higher rate of fire of around 10 ball bearings a second. Has space for two magazines each holding 100 ball bearings each and space for 4 powercells. It uses 25% charge every second it fires.
Ball Bearings
Ball bearings are the ammunition used inside a Datex weapon. Very cheap ammunition indeed, here is the two main types currently available on the market.
Ball Bearings
Cost: 1 credit for 100
Availability: Common
Description: Basically a tiny little metal ball that when used in a Datex gun can become a deadly piece of ammunition.
Tranq Bearings
Cost: 2 credits
Availability: Rare in Delta Feareo, Super Rare elsewhere
Description: This ball bearings have an outer layer that can fall away when it rubs against something. If a tranq bearing injuries a target without killing them, it releases the outer layer into the blood stream which acts like a tranquiliser narcotic on around 90% of the galaxies races. The target can begin to feel sluggish and drowsy and if hit with enough of them, the drug alone can knock them out cold.
Bio Weapons
Lafe for a long time has had it's own answer to the standard projectile and laser weapons. Though these are still used in the nation, a lot of people who use weapons in Lafe prefer to use bio weapons, weapons that are actually biologically grown using simalar processes to the way Lafe creates mutants. In effect, these weapons are alive.
These weapons need to be kept for at least a day in a special protein rich solution to keep them alive. This will need to be changed about once a month and costs the following prices depending on how much is needed (this stuff is considered common inside Lafe, rare outside of it):
| Auxillary | Pistol | Rifle | Heavy |
| 10 | 20 | 40 | 80 |
Other than food, Bio Weapons do not need ammunition. Instead, they create or grow their own ammunition. However, they can only hold so many shots at one time, after which, they need to be given at least 12 hours to recharge themselves and grow more. For this reason, many people who use bio-weapons keep a few of them on themselves at any one time in case they get into any real sticky situations.
The final advantage of Bio Weapons is that if they get damaged, Bio Weapons can heal themselves given time.
There are two main types of Bio-Weapon used by Lafe. Those that fire Bio-Acid which is a corrosive like substance that eats through flesh and cartilidge and can in time even melt through non-organic substances and Bio-Plasma, a Plasmitic Electrical discharge that can electricute people and short circuit electronics.
Auxillary Bio-Acidic Weapon
Cost: 40
Availability: Common in Lafe, Rare Elsewhere
Size: Auxillary
Description: These weapon is capable of producing within 12 hours upto 25 shots worth of bio-acid which it can then fire at targets.
Auxillary Bio-Plasma Weapon
Cost: 75
Availability: Common in Lafe, Rare Elsewhere
Size: Auxillary
Description: These weapons can build up enough charge within 12 hours to power upto 15 shots.
Bio-Acidic Pistol
Cost: 60
Availability: Common in Lafe, Rare elsewhere
Size: Pistol
Description: These weapon is capable of producing within 12 hours upto 50 shots worth of bio-acid.
Bio-Plasma Pistol
Cost: 110
Availability: Common in Lafe, Rare elsewhere
Size: Pistol
Description: These weapons can build up enough charge within 12 hours to power upto 30 shots.
Bio-Acidic Rifle
Cost: 150
Availability: Common in Lafe, Rare elsewhere
Size: Rifle
Description: These weapon is capable of producing within 12 hours upto 100 shots worth of bio-acid.
Bio-Plasma Rifle
Cost: 265
Availability: Common in Lafe, Rare elsewhere
Size: Rifle
Description: These weapons can build up enough charge within 12 hours to power upto 60 shots.
Bio-Acidic Cannon
Cost: 2000
Availability: Rare in Lafe, Super Rare elsewhere
Size: Heavy
Description: These weapon is capable of producing within 12 hours upto 200 shots worth of bio-acid.
Bio-Plasma Cannon
Cost: 3000
Availability: Rare in Lafe, Super Rare elsewhere
Size: Heavy
Description: These weapons can build up enough charge within 12 hours to power upto 120 shots.
DASEN's (Dimensional Amplification by Stimulation of Emitted Neutrino's)
DASEN's have been developed by a number of nations now for a while, but th expense of DASEN technology, the difficulty of building it and the fact that nations try to keep a very tight clamp on black market use of DASEN means that one is very rarely ever seen by the average joe.
DASEN's work by effectively screwing with the dimensions of reality, opening thin portals in their path that will rip apart anything that get's in it's way. Make no mistake, there is no known material or force that will stop a dimensional rip. This is why DASEN's are considered so lethal and the nations actively try to stop them falling into the wrong hands.
DASEN's use powercells like many weapons, but be warned, the energy expenditure on them is very high.
DASEN Gun
Cost: 500'000 credits
Availability: Super Rare
Size: Rifle
Description: Can carry upto six power cells and uses 600% charge with every shot.
DASEN Cannon
Cost: 2'000'000 credits
Availability: Super Rare
Size: Heavy
Description: Can carry upto three heavy power cells and uses up 4500% charge with every shot.
No Problem
No Problem is not a type of weapon but is in fact a weapons company. Lets rephrase that, No Problem is The weapons company. There is no doubt about it, this company is known for building the biggest and best weapons in galaxy. There are also incredibley hard to get hold off and every weapons enthusiast the galaxy over would dream of laying just seeing one of these weapons, let alone owning one.
Rarer still that DASEN's, to find yourself purchasing a No Problem weapon is be luckier than a Irish man finding the end of a rainbow admidst a field full of four leafed clovers and severed rabbits feet. So don't expect to getting one in the game any time soon. However, for comparative sakes, a sort of look at really what is possible thing, we have included here just a very tiny portion of the details on a couple of the weapons No Problem build.
No Problem's 30mm 'Overkill'
Cost: 2'800'000 credits
Availability: Super Rare
Size: Classified as Heavy, handles like a Rifle
Description: At a size that borders between Heavy and Artillary, the Overkill is a 30mm Gatling Cannon that is as light to handle and fire as an Automatic Rifle thanks to the vast amounts of inbuilt recoil baffling and anti-gravity generators. Capable of firing at an astonishing 120 rounds per second using Simogen Gas and Guass Acceleration, the Overkill is connected to a backpack that can synthesis ammunition from the air alone as quick as it can fire it (upto 12 different types of ammunition can be synthesised). Comes with No Problems enhanced virtual targetting system and a No Problem authencity certificate as standard.
No Problem's 120mm 'One Handed'
Cost: 1'300'000 credits
Availability: Super Rare
Size: Classified as a Rifle, handles like a Pistol
Description: Despite bordering on the size of a rifle and a heavy weapon, the No Problems 120mm 'One Handed,' handles as it's name suggests, just like a pistol. Quite remarkable considering that the One Handed fires No Problems 120mm Calibre Shell. Though it is only able to hold one shell at a time, the destuctive power on just one of these shells is enough to make anyone serious about their destruction want one. Comes with Virtual Targetting as standard/
No Problem's 'Parliment'
Cost: 230'000'000 credits
Availability: Super Rare
Size: Classified as Heavy, handles like a Rifle
Description: Now here's a treat for the one who wants it all. The Parliment has built into it four specially grown and psychically awoken organic brains that have been hardwired together with a complex psychic receptive nervous system and extensive artificial intelligence. The Gun is fact sentient and able to communicate via a headset provided to the user. The weapon is capable of learning and adapting very quickly, using it's powerful psychic powers to a devastating effect while also knowing enough to be able to defend the user as well via the same means. A real treat of a weapon.
No Problem's 'Omega Apocalypse' 20mm, Guass, Simogen, Plasma, Warp, Psychic and Dimensional accelerated Sniper Rifle
Cost: 12'500'000'000 credits
Availability: Super Rare and then some
Size: Classified as Artillary, handles like a Heavy Weapon
Description: At No Problem, they don't believe in doing things by halves and the Omega Apocalypse is good example of this philosophy. Though it only fires a 20mm bullet (No Problems Omega Enhanced Ammunition highly recommended), this bullet is accelerated along the barrel using a combination of techniques working in harmony together including Simogen Gas, Gauss, Warp, Dimensional, Ion/Plasma and Psychic (via the use of two specially grown brains). In addition, the weapon's targetting system is one of No Problems most sophisticated to date, hardwiring together some of the galaxies best sensory equipment along with the twin brains and a fully functional AI sentience to work in conjunction with the users own brain wave patterns via a special neuron targetting skull cap. Underneath the weapon there is an advanced underslung pre-firer laser cannon that weakens any armour nano-seconds before the bullet strikes. The range on this wonderous beast is considered unlimited (theoretically one astronomical unit) and there is known armour which can stop it. Inside the gun itself, all of this is achieved thanks to the aid of two nuclear fusion reactors and two dimensional electrical generators. This is the ultimate assasians weapon. Note: Only one Omega Apocalypse is built in every 10 sols and there is currently a long waiting list.
Please Note that No Problem can not be held responsible for any injury or death that occurs from the use of our weapons nor any laws that are broken by the person owning one of our weapons. All No Problem weapons are ©opyrighted to No Problem and comply with all current Assembly of Nation directives concerning independantly manufacutured weaponary.