Re: Jumpers Rebirth
I might play. And once I have access to something better than a psp, I have weapon ideas.
EDIT:
Just some weapon IDEAS. Maybe give you something to go with
Weapon Abilities:
*Burst Fire: Fire 3 shots instead of one. -5 accuracy, -40% Atk
*Rapid Fire: Fire 5 shots instead of One. -10 accuracy,
Roll 1d20. <10, -75% Atk; >10, -25% Atk; >16, full Atk.
*Scope: I See you! +5 accuracy
*Silencer: Silence is Golden. +5 accuracy, -20% Atk; Can be
equipped/unequipped, cannot fire same turn; halves AP
ability.
*Prep: Set 'em up and knock 'em down. Allowed to move beforehand, but
this ends your turn and you cannot attack. Next turn, attack
must come first. Do 2X the damage.
*Heavy Prep: This thing's a pain to lug around! Weapon must be prepped
to attack. Seperate from 'Prep' ability. Halves Movement.
*Spray: Sray and Pray. Hit up to 1d(2-5) targets, must be adjacent to
one another. Target is middle(-ish) one. 1d6 Shots per target,
at -30% Atk.
*AP: % armor Penetration.
Guns:
+10 Atk Close Rng, +5 atk Medium Rng, -5 Atk per 10 feet past long range.
*Handgun: Standard issue rookie equipment. +2 Atk.
*Glock: A step up, but there's better. +4 Atk. Burst Fire.
*M1: Don't reload 'till the clip's done. +6 Atk.
*Bullpup: n00bish, but effective. +10 Atk. Scope, Burst Fire, Silencer.
*Desert Eagle: Uncommon enough to be good, common enough to find
easily. +12 Atk. AP 10%
*Carbine: Standard issue military rifle. +14 Atk. Silencer, Burst Fire.
*AK-47: Seems to headshot more than it should. +16 Atk.
Burst Fire, Rapid Fire, AP 10%
*Rifle: Bolt-action Sniper Rifle. +18 Atk.
Scope, Silencer, Prep, AP 10%
*Scout: Semi-auto Sniper rifle. +18 Atk.
Scope, Silencer, Burst Fire, Prep, AP 10%
--- These are just for fun

---
*Chain Gun: Heavy as hell. +20 Atk.
Hvy Prep, Prep, Rapid Fire, Spray, AP 20%
*Awp: 1337 yo!!!1!!1!. +24 Atk.
Scope, Hvy Prep, Prep, Silencer, AP 30%.
*Grenade Launcher: No aim required. +3d10 Atk, 1d10 to those adjacent
target. Heavy Prep, Prep.
*Rocket Launcher: BOOM! All gone. +4d12 Atk, 2d10 to those adjacent
target. Scope, Heavy Prep, Prep.
Bows:
All Bows have Scope, Prep, and +5 accuracy.
-Short Bows:
Meant for close Range. +5 Atk close, -5 Atk long.
*Wood: Random Twigs. +3 Atk.
*Yew: Easily mass produced. +5 Atk.
*Oak: Hard to make, but worth it. +8 Atk. Burst Fire.
*Darkwood: Totally rare, yet easily obtainable. +12 Atk. Burst Fire.
Spray at close Range; -5 tp accuracy, though.
-Recurve Bows:
Typical Bow.
*Wood: Look what I made! +4 Atk.
*Yew: Made by the local farmer. +6 Atk. Burst Fire.
*Oak: Custom made by veterans. +9 Atk. Burst Fire, AP 10%.
*Darkwood: Nobles use these to practice archery. +14 Atk.
Burst Fire, Rapid Fire, AP 20%.
Spray at medium range; -10 to accuracy, though.
-Longbows:
Archery's answer to the sniper rifle. -5 atk close, +5 atk long.
*Wood: It's... useable, I guess. +5 Atk. Burst Fire.
*Yew: Favored by the common Hunter. + 7 Atk. Burst Fire, AP 10%.
*Oak: Hard to use, but good for sniping. +10 Atk. AP 20%.
*Darkwood: Difficult to master. +16 Atk. AP 30%.
Spray at long range; -20 to accuracy, only AP 15%, though.
I also have ideas for Archer/Marine skills, if you want to see them >.>