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| The Weapons |
| The listings of the toys for the Cowboys, Soldiers, and etc. of the Anime World. Be sure you pick the right weapon that would match your Character's Image and Style in the RPG. You must be sure to know that some of the weapons are only issued and bought if you are part of a Guild. A lot of these weapons have its own properties when being used in battle. Some may give you a hard time or others if learned the right moves can be a godsend. |
| Ammo Full Damage Properties/Effects |
| 9mm = (Dmg: 2%, After 9 Shots Bleeding) |
| .30 Round = (Dmg: 3%, After 8 Shots Bleeding) |
| .45 Round = (Dmg: 4%, After 7 Shots Bleeding) |
| Magnum = (Dmg: 5%, After 4 Shots Bleeding) |
| Shotgun Shell = (Dmg: 8% After 2 Shots Bleeding) |
| Explosive Canisters = (Dmg: 15% Bleeding) |
| Flame Canisters = (Dmg: 15% Burnt, Bleeding) |
| Acid Canisters = (Dmg: 15% Weaken Armor, Bleeding) |
| Mini-Rockets = (Dmg: 25% Damage Armor, Bleeding) |
| Missile = (Dmg: 50% Damages All, Stun, Bleeding) |
| Hand Guns |
| P7 Pistol = Fires a Single Shot at your Opponent. |
| Beretta Issued = Can Fire Multi Shots Depending what type Beretta you have. |
| Glock = Fires a Single Shot at your Opponent. Much more Powerful then a P7 Pistol. |
| Starr Revolver = Fire a Single Shot, more Powerful then a Caliber but slowing in Reloading. |
| Colt Caliber = Fires a Single Shot, but Much Faster Reloading then a Revolver. |
| Colt Magnum = Fires Single Shot. Much More Power then any other Revolver or Caliber. |
| Long Horn = Fires a Single Shot. Gives a better Accuracy shot at your Opponent. |
| Peace Keeper = Fires a single Shot. Best Control and Speed Reload over all. |
| Rifles/Shotguns |
| Rifle Traditional = Normal Reload Time, can fire 3 Multi Shots one Round but takes a another full Round to Reload. |
| AR-15 Infantry Rifle = Fire One to Multi Targets Depending your Control Techniques and Fires up to 5 shots. |
| AR-10 Sniper Rifle = Fires One to Two Shots always hits its Target, and Normal Reload Time. |
| Auto Pump Rifle = Fast Reload Time for Multi Sharp Shooting. Can squeeze in up to 3 Shots one round. |
| Singlebarrel Shotgun = Fires one Target, deals one shot Damage, normal Reload Time. |
| Doublebarrel Shotgun = Fires one Target, but deals double the Damage, but Double the Reload Time. |
| Stackbarrel Shotgun = Fires a Single Target, but Fastest in Manual Reload Shotgun. |
| Shotgun Custom = Fires Multi-Targets close together, and Auto Load properties, but weak Accuracy. |
| Heavy Artillery |
| M-16 Power Rifle = Power Rifle Fires 7-10 Shots one Round, One Round to Reload. |
| Gattling Gun = Less Firing Accuracy but Fires 10-15 Shots a Round. One Round to Reload. |
| Anti-Vehicle Gun = Power Machine Gun Fires 10-15 Shots a Round. Two Rounds to Reload. |
| Grenade Launcher = Shoots One Canister at One Target but have Multi Targets depending on your Control Techniques. |
| Bazooka = Fire Mini-Semi Homing Rockets, but Very Lose Aiming Properties. Take One Round to Reload. |
| Missile Launcher = Fire One Shot at One Target but Shoots in a Straight Line. Cause Major Damage to the Target and its Surroundings. |
| Laser Guns/Energy Weapons |
| Light Pistol = Fires one Short stream Beam of Energy at one opponent. |
| GP Blaster = Multi-Fire 2-4 Shot Energy Beam blaster at one or multi opponents. |
| Laser Rifle = Fires one Long Stream Energy Beam at one opponent. |
| Photon Rifle = Fires Multi Damaging and Stunning 3-5 Energy Spheres at One to Multi Opponents. |
| Hand Gun Blaster = Fires a stronger Energy Beam at one opponent. Auto Reload Cartridge can be stored inside. |
| Caster Rifle = Fires one Blast at a Time with a Canister of Energy at One opponent, then must be reloaded. Very fun and powerful weapon. |
| Energy Mini-Cannon = Fires from a single to multi shots at one or multi opponents depending on your control ability. |
| The Supplies |
| The Listing of Prices and Amount you get for those prices for Ammo, Cartridges and so forth. Read down below and only buy what you need. Be sure to also get a job to afford in getting and use these weapons. Supplies spread throughout the Urban and City Areas in witch you can get weapons and joins Guilds for using these devises. |
| Regular Ammo/Mags |
| (Hand Gun/Rifle/Shot Gun Magazines/Belts/Cartridges Carry your Ammo(Empty)) |
| (Handgun Auto Load Magazines) |
| 10 Clip = Holds 10 Bullets $6.00 |
| 20 Clip = Holds 20 Bullets $12.00 |
| 30 Clip = Holds 30 Bullets $18.00 |
| 40 Clip = Holds 40 Bullets $24.00 |
| (For Rifles, Shotguns, Revolver, and Caliber) |
| 18 Slot = Belt Carry 18 Bullets $12.00 |
| 24 Slot = Belt Carry 24 Bullets $18.00 |
| 36 Slot = Belt Carry 36 Bullets $24.00 |
| 48 Slot = Belt Carry 48 Bullets $36.00 |
| (Machine Guns and Other Auto) |
| 20 Mag = Holds 20 Rounds $20.00 |
| 30 Mag = Holds 30 Rounds $25.00 |
| 40 Mag = Holds 40 Rounds $30.00 |
| 50 Mag = Holds 50 Rounds $35.00 |
| (Heavy Artillery Anti-Tank Auto) |
| 50 Slot = Auto Belt 50 Rounds $35.00 |
| 100 Slot = Auto Belt 100 Rounds $40.00 |
| 150 Slot = Auto Belt 150 Rounds $45.00 |
| 200 Slot = Auto Belt 200 Rounds $50.00 |
| (For All Ammo Uses) |
| 300 Load = Cartridge Loads 300 $10.00 |
| 600 Load = Cartridge Loads 600 $20.00 |
| 900 Load = Cartridge Loads 900 $30.00 |
| 1200 Load = Cartridge Loads 1200 $40.00 |
| 9mm Ammo |
| 50 Ammo = Box of 50 $40.00 |
| 100 Ammo = Box of 100 $80.00 |
| 150 Ammo = Box of 150 $120.00 |
| 200 Ammo = Box of 200 $160.00 |
| ShotGun Shells |
| 20 Shells = 20 Pack $45.00 |
| 40 Shells = 40 Pack $70.00 |
| 60 Shells = 60 Pack $100.00 |
| 80 Shells = 80 Pack $120.00 |
| Magnum Bullets |
| 40 Ammo = 40 Pack $55.00 |
| 80 Ammo = 80 Pack $95.00 |
| 120 Ammo = 120 Pack $135.00 |
| 160 Ammo = 160 Pack $175.00 |
| .30 Ammo Round |
| 100 Ammo = 100 Round Package $170.00 |
| 200 Ammo = 200 Round Package $240.00 |
| 300 Ammo = 300 Round Package $350.00 |
| 400 Ammo = 400 Round Package $460.00 |
| .45 Ammo Round |
| 100 Ammo = 100 Round Package $200.00 |
| 200 Ammo = 200 Round Package $300.00 |
| 300 Ammo = 300 Round Package $400.00 |
| 400 Ammo = 400 Round Package $500.00 |
| Heavy Artillery Ammunition |
| Mini Rockets = Each Rocket $45.00 |
| Missile Rounds = Each Missile $160.00 |
| Explosive Canisters = 6 Pack $100.00 |
| Flame Canisters = 6 Pack $100.00 |
| Acid Canisters = 6 Pack $100.00 |
| Fire Arms Attachments/Upgrades |
| Silencer Attachment = A S7 Pistol attachment only. Makes it so you can Sneak attack with it Twice in the First Sneak Attack Round with the opponent taking full damage to both shots. |
| P7 Auto Attachment = Can rapid Fire with the Pistol 3 Times in one round. But the accuracy isn't ass good. |
| Rifle Scope = Increases The Rifles Accuracy a great deal. |
| Sniper Sharp Scope = Insures a Perfect Single Sniper Shot even if you have weak Control. |
| Sawed Barrel = Increase a Shots Single Shot ability into a Wide Range to hit Multi Opponents but weakens the attack cause of wide spread of the buck shots. |
| Re-Bolted Chamber = Adds for Better accuracy on Revolver/Caliber Guns. |
| Rifle Barrel Ridge = Makes your Rifle unable to over heat in battle. |
| Revolver/Caliber Ridge = For all Revolver/Caliber Handguns Only. A Friction Resistance Ridge on the front end of the Barrel. Makes it unable to Over Heat in battle. |
| Shoulder Strap = For all Rifles and Smaller Anti Vehicle Weapons only. Shoulder strap that automatically helps your grip and balance for more control. |
| Front Ridge = For all Automatic Handguns Only. A Friction Resistance Ridge on the front end of the Barrel. Makes it unable to Over Heat in battle. |
| Canister Attachment = For Automatic Shotgun/Magnums Only. This attachment can make it so you can fire Canisters with these Guns. But only stores One Shot then you must reload. |
| Energy Packs/Power Cartridges |
| EP-S = Packs 10 Shots $145.00 |
| EP-M = Packs 20 Shots $190.00 |
| EP-L = Packs 30 Shots $235.00 |
| EP Fuse = Pack 4 (Refuse Burnt-Out Blaster) $35.00 |
| EP Caster Rounds = Pack 6 (Caster Types Listed Below) Caster Types ((Use At Own Risk)) Type A = Flare/Flame Explosive Round Type B = Flame Implosive/Explosive Round Type C = Surrounding Energy Static/Explosive Round Type D = Consitrated Energy Beam Explosive Round Type E = Flame/Posion Explosive Round Type F = Black Whole Implosive/Recoil Shock Round |
| Power Cartridge = Stocks 5 (Restocking the Small/Medium Blasters) $400.00 |
| Power Pack = Connect to blaster handguns for infinite use in one days battle. (Takes one day Recharge after Use in Battle) $350.00 |
| Laser Gun/Energy Weapon Upgrades |
| Power Guard = A Heavy Titanium Covering of the Barrel of Any Small/Medium Blaster. Makes no fear of Overheating, but slows your down in Battle. |
| Custom Stock = Adding a larger Stocking Unit to any Rifle so you don't have to change Cartridges after one is Cashed. |
| Energy Forge = For Smaller Blaster, cuts all energy spending in Half saving more Power while still giving the same amount of damage. |
| Flux Barrel = Makes the Laser Rifles Blast more compressed to deal more damage. |
| Flux Withdraw = A small Funnel on the Front end of your Rifle Blaster that absorbs smaller Blaster Energy Blast and saves that energy into your Cartridge of your Rifle Blaster. |
| Max Power = Charges any one or your Small or Medium Blaster for a full Charged Blast, but cant use it after One Round because of overheating. |
| Stabilized Mass = Fire a Blast as defense of another Blast from another Small/Medium Blaster but both receive some damage from the colliding blasts. |
| Destabilize Withdraw = With your Photon Rifle, you are able to double charge the Multi Shot into a Powerful but dangerous Single Shot. (Risk of Friendly fire) |
| Rapid Fire Attachment = For the Light Pistol, to shoot from 3-5 multi Shots in one round without fear of Overheating in that one round. |
| Master Energy Ridge = Focuses the Energy Fired from any Small/Medium Blaster to double its original damage amount. |
| Fire Arms Fireing/Control Techniques |
| In owning any FireArm of any kind. You can not get the full performance of the weapon just cause its in your very hands. It takes time and effort in learning about your gun and how to take care of it. Meaning learning Firing Stances, Hand/Wrist Control when holding your weapon, Weapon Control of the larger weapons that require complete attention when using them. So be sure before you get any FireArm. That you take up some Training Courses for it. |
| (Caution, Must NOT be Dizzy, Confused or any Mind Troubling Effects if wanting to use any of these techniques. All require Full Control and being in the right state of mind to control your weapon) |
| Hand Gun/Blaster Hand Gun Stances/Moves |
| Bulls Eye = From the Old Days the Bulls Eyes was the best known Stance for any handgun. Even though you're using only you're Firing Arm keeping a straight sight. That my take almost a lifetime of Experience to control with a Single Arm Stance. |
| Point Shooting = Another popular Stance is Point Shooting. When you have to react fast in battle. You kind of arch your back forward and bending your knees a little with your left foot forward a bit. This way you have good resistance control when firing your handgun. |
| Weaver = The Most modern and popular Firing Stance of this Century. When you have your right arm straight for perfect sight and keeping your left arm to hold on to your Right Hand for support and sturdiness for full control over the weapon. |
| Isosceles = The Same as the Weaver technique only you are more focused on one target and teach your mind not to be distracted from your surroundings. You also form a better grip on your gun for better control. |
| Kneeling = Kneeing on one knee resting you firearm on your Knee for Support and better sturdiness and having your other leg back to prepare for the Recoil. It's very popular and basic firing stance and technique. |
| Rollover Prone = When on the ground and your can rollover to continue your shooting making it hard for your Opponent to attack you with the burst of gun shots about. Odds are you can confused your opponent and keep rolling on the ground up to 3 rounds. |
| Silhouette = You fall back on your back and use the support for your Handgun on your Calve of your Firing Arm Side Leg for a counter attack shot at your Opponent. It's a very common style of control when on the Ground Attack at your Opponent. |
| Blind Shooting = If blinded from a Flash Grenade or a Blind Magic Spell. You have a Multi Shooting deal at your attacker so your not completely helpless. |
| Double Decker = The Ability and Control two use to Hand Guns at once. (Not for Amateurs) |
| Rifle/Shotgun and Blaster Rifle Control Techniques |
| Rifleman Association Class = Learn the fine arts or the Rifleman's right to use any large firearm of their chose. Learn how to reload your gun. Clean your gun for top performance. Learn all the rules and regulations of the Rifle and other Medium Type weapons. (One Week of Classing or you can't learn any reliable Rifleman Techniques to better yourself in battle with your firearm) |
| Suicide = You can run onto the battle and Firing your Auto Rifle/Shot Gun on the Battle Field but cannot dodge their next attacks when exposed. |
| Darted = Being attacked from a Single Rifle Shot you can dart the Shot. It?s you lucky streak if you make this move without a hitch. |
| Ground Blitz = Able to fire at one target with Multi Shot s from your Single Shot Rifle. You have this serge of adrenaline and reload so fast your able to do so. |
| Random Fire = Firing Random Shots from your Rifle/Shot Gun with Multi Opponents taking full damage because of the unpredictable shots |
| Hawks Eye = Using a Scoped Sniper Rifle only can you use this Technique. Shot any limb of your Opponent for full damage to that limb last for the whole battle. |
| Silver Wolf = If battling in the Forest or any other wildlife surroundings. You are able to move among the Trees, High Stones, or what ever for a Sneak Attack on any one Opponent. They take full damage of the Weapon you use. |
| Blind Shot = If blinded from a Flash Grenade or a Blind Magic Spell. You have a One Shot deal at your attacker so your not completely helpless. |
| Heavy Artillery Training |
| Heavy Artillery Rules/Regulations Class = Before being able to use or purchase any of these massive mama's. You must take this class in order to know what to do and what can happen if not used properly. After this class, you'll be able to use and get your Really Big Gun.(One Week of Teaching. You can not take any of the Prepaid Training Courses without taking this class first) |
| LA Spindle = When you are using a Type A Heavy Artillery Weapon. You can hit multi-targets with your weapon till all your enemies are hit, or ran out of ammo for a reload. You rotate your upper waist to retract and attack all your opponents within the battling area. |
| Weight Training = Handling these heavy weapons can lower your speed in battle. Weight training on the upper and lower body to teach your body of some more endurance of the moving around with the massive weapon. After weight training, your speed should pick up when battleing with these weapons. |
| Balance Body = To Teach your body balance from the heavy payload of the weapon in use. Teaching your body balance control will help you with control over your weapon and get better accuracy at the target of chose. |
| Recoil Endurance = With some powerful weapons you use. Can give great stress on your body, and receive damage from the recoil after you fire your weapon of chose. Learning Recoil Endurance preparing your body for the sudden shock and receive little to no damage from the Recoil. |
| (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) |
| Ammo Key Tools (0) = Ammo that weapon can use |
| Weapon Key Tools (H1) = HandGuns (H2) = Auto HandGuns (R1) = Manual Rifle (R2) = Auto Rifle (S1) = Shotgun (S2) = AutoLoad Shotgun |
(M1) = Auto Machine (M2) = Manual Machine (L1) = Rocket/Canister Type (L2) = Cannon/Missile Type (E1) = Small Laser/Energy (E2) = Medium Laser/Energy |
| The following Key Tools are to help show you what and which weapons can use which and what Ammo, Techinue, and Attacments. This will help show you what the stats to these things are like. |
| To begin with this section are the Properties to the Ammo and Rounds as they hit their Target. These stats will be fixed if not even enough. But all will be taken care of ASAP. Be sure to check here for all your Fire Arms Updates. |