Post by Ultrawing on Feb 21, 2017 16:32:56 GMT
---Mann co.---
We Sell Products and get in fights
Weapons
Shotgun
the good ol' basic Shottie, The weapon fires 10 pellets at a time every 0.6 seconds and can deliver high damage at close range, but has a high damage falloff over distance. Usage and strategies will vary between the Wielder and what the thing is made out of.
10 days + 100 Any Material
Pistol
It may not be as Big and Damaging as a shotgun and The Pistol suffers from medium damage falloff and when combined with its relatively weak damage per hit, is often neglected by people who wield it. However, due to its firing speed, fast reload, and good damage if multiple shots hit at close range, this weapon is formidable in the hands of an experienced Soldier.
It may not be as Big and Damaging as a shotgun and The Pistol suffers from medium damage falloff and when combined with its relatively weak damage per hit, is often neglected by people who wield it. However, due to its firing speed, fast reload, and good damage if multiple shots hit at close range, this weapon is formidable in the hands of an experienced Soldier.
10 days + 100 iron
Scattergun
its a confusing miracle of Shotgun engineering, it can somehow fit 6 shots in a double barrel and is Reloaded by Divine intervention by pulling its lever, Delivering ten pellets per shot with increased ramp-up, this weapon is deadly at close range, requiring only two shots to take down most Ordinaries. A wide cone of fire causes it to become mediocre at medium range and near useless at a distance. This forces Wielders to close in on enemies to effectively deal damage while utilizing speed to avoid retaliation. it is Recommended that Fast and mobile Troops Wield this weapon
its a confusing miracle of Shotgun engineering, it can somehow fit 6 shots in a double barrel and is Reloaded by Divine intervention by pulling its lever, Delivering ten pellets per shot with increased ramp-up, this weapon is deadly at close range, requiring only two shots to take down most Ordinaries. A wide cone of fire causes it to become mediocre at medium range and near useless at a distance. This forces Wielders to close in on enemies to effectively deal damage while utilizing speed to avoid retaliation. it is Recommended that Fast and mobile Troops Wield this weapon
12 days + 100 any Material
Rocket Launcher
The launcher can hold up to four loaded water rockets and fires them as projectiles at a speed of around roughly 15 Pellets per second, The trajectory of these rockets are not affected by gravity; they will travel in a straight line until exploding on contact with any surface or Victim. Rockets inflict damage in a set splash radius; damage inflicted decreases the further the distance from the center of the explosion. they shoot Water pebbile rockets which makes it dead against anything that is not immune to water, Crazy people Recommended to wield it
The launcher can hold up to four loaded water rockets and fires them as projectiles at a speed of around roughly 15 Pellets per second, The trajectory of these rockets are not affected by gravity; they will travel in a straight line until exploding on contact with any surface or Victim. Rockets inflict damage in a set splash radius; damage inflicted decreases the further the distance from the center of the explosion. they shoot Water pebbile rockets which makes it dead against anything that is not immune to water, Crazy people Recommended to wield it
15 days + 80 any material + 20 Water pebbles
Flamethrower
this homemade Creation has two triggers, Trigger 1 Shoots a Jet of fire to Burn your foe to cinders, trigger 2 Shoots out a Blast of compressed Air or an "airblast" as you may call it airblasting will Extinguish any ally that is on fire, Push foes into the air, AND Reflect any projectile that is not a bullet Like the Rocket launcher's Water rocket, it takes a ton of skill to use Effectively... or you could just run at people and burn them. that works too
15 days + 80 any material + 20 Tar
Gernade Launcher
the king of indirect damage. The Grenade Launcher fires up to 4 grenade projectiles with a team-colored glow that travel at roughly 12 Pellets per second. Grenades bounce with a degree of unpredictability because they have a spin, and can be bounced around corners or rolled down slopes to indirectly attack enemies. they will Explode either on Contact with a foe/Building or after 2.3 Seconds after firing
12 days + 100 any Material
Minigun
an incredibly heavy Weapon. it Fires four bullets at the same time at a rate of ten times a second, the Minigun is able to quickly rip through opponents at short range. The damage, however, will fall off quickly over longer distances and the bullets are subject to a wide cone of fire. The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Wielder cannot jump or switch weapons, has their speed reduced to approximately 47% of the wielders's regular movement speed (= 37% of standard forward movement speed), and cannot move at all while crouching. The spin up can be initiated in mid-air without losing speed to jump quickly around corners while ready to fire. Wielders can begin spinning the barrel by holding down the Second Trigger, which will not fire any ammunition until primary Trigger is pressed. This can allow the Wielder to quickly respond to enemies when keeping the same position.
15 days + 100 Any heavy metal
Medigun
this weapon does not do any damage to a foe, instead it heals Allies instead, after healing people for a certain amount of time it will give the wielder an 'Ubercharge' which makes the Wielder and his/her patent invulnerable to attacks for 8 seconds
13 days + 100 any metal
Sniper rifle
The rifle has perfect accuracy, no damage ramp-up or fall-off, The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The dot becomes clearer as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. wielders are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Firing the Sniper Rifle when out of zoom will deal minor damage
12 days + 100 any material
Invis-Watch
This allows to Wearer to turn invisible for a certain amount of time, they will become visible for a few moments when the wearer bumps into someone, the battery Recharges when the watch is not is use. wielder cannot attack while cloaked
10 days + 100 any Material
Butterfly Knife
this knife may seem small and harmless but one Stab in the back will instantly kill any ordinary trooper. thats alot of damage, But a 'Facestab' does little damage and the wielder needs to be Convincing enough to have the foes trust so they wielder can backstab the foe
10 days + 50 Iron + 50 wood
Disguise kit
this allows the holder to Appear as another unit, though attacking will instantly make the disguise wear off. it requires a DNA sample of a foe to use a disguise, the Disguised Holder is incredibly vulnerable to fire
10 days + 50 iron + 40 wood + 10 Tar
War machines
Frontline tanks
These are small Vehicles with a Large Canon on the top. Basic of the Basic
bomb Tanks
these versions of tanks dont have any ways of defense, instead it tries to go into a valuable area and Blow itself up to cause damage
this homemade Creation has two triggers, Trigger 1 Shoots a Jet of fire to Burn your foe to cinders, trigger 2 Shoots out a Blast of compressed Air or an "airblast" as you may call it airblasting will Extinguish any ally that is on fire, Push foes into the air, AND Reflect any projectile that is not a bullet Like the Rocket launcher's Water rocket, it takes a ton of skill to use Effectively... or you could just run at people and burn them. that works too
15 days + 80 any material + 20 Tar
Gernade Launcher
the king of indirect damage. The Grenade Launcher fires up to 4 grenade projectiles with a team-colored glow that travel at roughly 12 Pellets per second. Grenades bounce with a degree of unpredictability because they have a spin, and can be bounced around corners or rolled down slopes to indirectly attack enemies. they will Explode either on Contact with a foe/Building or after 2.3 Seconds after firing
12 days + 100 any Material
Minigun
an incredibly heavy Weapon. it Fires four bullets at the same time at a rate of ten times a second, the Minigun is able to quickly rip through opponents at short range. The damage, however, will fall off quickly over longer distances and the bullets are subject to a wide cone of fire. The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Wielder cannot jump or switch weapons, has their speed reduced to approximately 47% of the wielders's regular movement speed (= 37% of standard forward movement speed), and cannot move at all while crouching. The spin up can be initiated in mid-air without losing speed to jump quickly around corners while ready to fire. Wielders can begin spinning the barrel by holding down the Second Trigger, which will not fire any ammunition until primary Trigger is pressed. This can allow the Wielder to quickly respond to enemies when keeping the same position.
15 days + 100 Any heavy metal
Medigun
this weapon does not do any damage to a foe, instead it heals Allies instead, after healing people for a certain amount of time it will give the wielder an 'Ubercharge' which makes the Wielder and his/her patent invulnerable to attacks for 8 seconds
13 days + 100 any metal
Sniper rifle
The rifle has perfect accuracy, no damage ramp-up or fall-off, The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The dot becomes clearer as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. wielders are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Firing the Sniper Rifle when out of zoom will deal minor damage
12 days + 100 any material
Invis-Watch
This allows to Wearer to turn invisible for a certain amount of time, they will become visible for a few moments when the wearer bumps into someone, the battery Recharges when the watch is not is use. wielder cannot attack while cloaked
10 days + 100 any Material
Butterfly Knife
this knife may seem small and harmless but one Stab in the back will instantly kill any ordinary trooper. thats alot of damage, But a 'Facestab' does little damage and the wielder needs to be Convincing enough to have the foes trust so they wielder can backstab the foe
10 days + 50 Iron + 50 wood
Disguise kit
this allows the holder to Appear as another unit, though attacking will instantly make the disguise wear off. it requires a DNA sample of a foe to use a disguise, the Disguised Holder is incredibly vulnerable to fire
10 days + 50 iron + 40 wood + 10 Tar
War machines
Frontline tanks
These are small Vehicles with a Large Canon on the top. Basic of the Basic
bomb Tanks
these versions of tanks dont have any ways of defense, instead it tries to go into a valuable area and Blow itself up to cause damage
the rest of the catalog is filled with hats and Cosmetics