User:BrooklynGuido42



Assualt rifles *

AR-16 M16 5.56x37mm

Damage 12.5

Recoil .6 inches

Mag size 30

RPM 600 ROF

Extra mags 4 MV 330 YPS

M15 AN-94 5.56x37mm

Damage 12.5

Recoil .5

Mag Size 36

Extra mags 5

MV 255 YPS

ROF 720 RPM

SOAR F2000 5.56x37mm

Damage 12.5(up to 75 yards

10(beyond 75 yards)

Recoil .7 inches

Mag size 48

ROF 960 RPM

Extra mags 3

MV 325 YPS

AKS-974 G3 7.62x39m

Damage 18.75 (Up

Mag size 4

Rof 600 RPM

recoil .5

Extra mags 5

Mv 380 YPS

XAR FAMAS 5.56x45mm

Damage 15.5(up to 55 yards

12.5(after 55 yards)

Mag size 28

Recoil .5 inches

extra mags 6

MV 125 YPS

G11 L85 11x55mm

Damage 35

3 round or semi automatic

Mag size 36

4 round per second

MV 225 YPS


 * all Assult rifles expect G11 have 3 modes full auto semi auto and 3 round burst


 * All assualt rifles have 1.4 headshot mulitplers for damage

PDW PDW-R 10x30mm

Mag size 24

Headsot muulitpler 1.5

Damage 18.75(up to 30 yards)

12.5(beyond 30 yards)

recoil.5

ROF 360 RPM

100 YPS

Uzi AS VAL 8x25mm

Damage 12.5

Headshot multiplier 1.6

Mag size 32

MV 325 YPS

FG-90 P90 10x31mm

Damage 19.3(up to 75 yards

14.4(beyond 75 yards)

Mag size 50

Recoil .4 inches

ROF 750 RPM

Recoil .3

Rof 636 RPM

MV 125 YPS

M32 MP7 7x60

Damage 20( up to 125 yards

17( beyond 125 yards)

Mag size 40

Recoil .6 inches

Rof 780 RPM

MV 135 YPS

Pistol **

M2111 M1911 11.25x54mm

Damage 34

Headshot Multiplier 2.0

Mag size 9

fire cap 240 RPM

Mv 145 YPS

M19 G18 8x50mm

Damage 25

Mag size 12

Fire cap 360 RPM

Headshot multiplier 3.0

Mv 30 YPS

ZM-98 M9 7x60mm

Damage 20

mag size 15

Headshot multipiier 4.0

fire cap 450 RPM

Mv 40YPS

M78R M93R 9x66mm

3 round burst

4 burst per second

Mag size 21

Damage 37.5

Headshot multiplier 3

Mv 145 YPS

cobra Revolver .44 12.5x88mm

Rounds per reload 6

Damage 75

reload time .6 second per bullet

Damage multipliers

Chest 1.5

head 2.4

MV 850 YPS

Magsize

Mag

Shotgun

Double barral Double

Damage 25 X 9

range 20 ( after 20 feet the pellets break into 3 groups of 3 and do 75 damage each)

Reload time .75 for first shell .40 for second

Extra Shells 16

headshot multiplier 2.0

MV 555 YPS

M144 SPAS-12

Damage 25 X 9

range same

reload time .6 for each shell


 * 1) number of shells before it has to reload 5

extra shells 25

pump action(must wait 1 second before it can fire again)

headshot multipler 3.0

Mh-13 M11014

Semi auto


 * 1) of shells can hold 6

Fire cap 180 RPM

Damage 25X9

range same

MV 250 YPS

Extra shells 30

M1887 M1887

Damage 25 X9

Lever action( must wait .70 seconds before fireing again)

MV 550 YPS

Extra shells 25


 * 1) of shells 5

Headshot multiplier 3.0

AA-12 AA-12

Damage 25X9


 * 1) Of shells it can hold 12

Extra shells 24

MV 235 YPS

Cabine

Car-16 M4.56x37mm

Damage 12.5(up to 75 yards)

10(beyond 75 yards

Mag size 24

Recoil .4

Rof 690 RPM

Headshot multiplier 1.5

MV 124 YPS

M13 AK-74 5.56x45mm

Damage 15.5( up to 85 yards)

11.2(beyond 85 yards)

Mag size 35

Headshot multiplier 1.4

recoil .5

ROF 840 RPM

140 YPS

SOC-65 SCAR 7.62x39mm

Damage 18.75( up to 100 yards

15.5(beyond 100 yards)

Mag size 30

recoil .5 inches

Headshot multiplier1.5

MV 235 YPS

ROF 630RPM

N-74 SG553 5.56x37mm

Mag size 30

damage 12.5

Recoil .7

Rof 960 RPM

Headshot multipler 1.4

MV 245 YPS

M15C G53 7x60mm

Damage 20( up to 55 yards)

15(beyond 55 yards)

3 round burst and semi

Fire cap 300 RPM(semi) 4 bursts per second(3 round burst)

Mag size 21

Mv 200 YPS

Headshot multipler 4.0

G12 QBZ-95 7.62x39mm

Damage 18.75

ROF 600 RPM

Recoil .5

Headshot Multipler 3.0

MV 200 Yps

MV 345 YPS

LMG

Mg76 pkp 5.56x39

damage 12.5(up to 75 yards)

10(beyond 75 yards)

Recoil .6

Rof 900 rpm

Reload time 3.5 seconds

headshot multipler 1.5

mag size 80

extra mags 3

M65 M240 7.62x39

damage 17.5(up to 150 yards)

15.5(beyond 150 yards)

recoil .6 inches

ROF 600 Rpm

Reload time 3.8

mag size 75

extra mags 3

headshot multipler 1.5

FG42 M249 42 8x40mm

Damage 20(up to 85 yards)

17.5(after 85 yards)

Mag size 100

extra mags 4

recoil .6

headshot multplier 1.5

reload time 4 seconds

rof 750 rpm

headshot multiplier 1.4

M250 Type 88 8x40

Damage 20

reload time 3.5 seconds

recoil .5 inch

mag size 125

rof 840 rpm

headshot multpler 1.6

N65 Mg36 10x 40mm

Damage 25(up to 220 yards)

20(beyond 220 yards)

Mag Size 100

reload time 4 seconds

recoil .7 inches

Rof 750 rpm

headshot multipler 1.6

M65E L86

damage 34

mag Size 100

Reload time 4.5 seconds

recoil 1.1

rof 540 rpm

headshit multipler 1.6

Sniper rifle

MR-55 7 x100 MK11

Damage 45(UP TO 355 yards

35(beyond 355 yards)

mag size 6

extra mags 3

DamageMultipler

Head 3.0

chest 1.5

MV 350 YPS

Fire cap 90 rpm

M25 SVD 10.5x86 mm

Damage 55( up to 500 yards)

35(beyond 500 yards)

mag size 7

extra mags 4

Damage multipler

3.0

1.7 chest

MV 550 YPS

fire cap 240 rpm

N75 SV-98 8x70mm

Damage 35(up to 970 yards)

30(beyond 970 yards)

Mag size 9

extra mags 5

Damage multipler

head 4.0

Torso 2.5

fire cap 150 rpm

M3 SKS G 7.62x63mm

Damage 30(up to 675 yards)

20(beyond 675 yards)

Mag size 20

Extra mags 3

Damage multipler

head 5.0

torso 2.75

Mv 550 YPS

Fire cap 300 rpm

L118T M40 10x120mm

Damage 75(up to 1425 yards)

60(beyond 1425 yards

Mag size 8

Extra mags 4

Damage multipler

head 4.0

Torso 3.0

Upper leg 2.2

MV 750 YPS

fire cap 120 rpm

Can use iron sights

M96 M39 EMR 14.5x114mm

Damage 95( up to 1850 yards

85(beyond 1850 yards)

Mag size 5

extra mags 4

Damage Multipler

3.0 chest

3.0 Head

MV 1150 YPS

bolt action

Chance of jaming 1.4

Can shoot guns out of enemys hand

Pistols have infinte extra mags

Launcher

M118 recoiless rifle

Damage 1000(500 from impact 500 from explosion)

Extra Rounds 3

Free fire only

SA-18

Damage 500

extra rounds 3

Aircraft lock on only

M129

Damage 2000

Free fire or Ground Vehicle lock on

FGM-146

Damage 2000

Ground Vehcile air craft or Location lock on

Special

Lightning gun

Damage 16 for every 0.1 second its charged

Maxium charge time 3 seconds

Range 20 feet(Also damage any Enemys whitin 5 feet of the target and so on)

maxium kills per shot 8

Mag size 100 charges(Each 0.1 second depletes a charge)

M3 flamethrower

Lethal equipment

Concussion grenade

Damage 120-50(50 after 12 feet from radius)

Blast radius 576 square feet

Starting # 2

Max number 4(Only with Ammo package)

Fuse 4 secodns (Can be held The Whole time)

Molotlv coktail

Damge from explosion 30

Circle of fire 64 square feet

Damage per second from fire 17 per .1 second(Sticks on you after you leave fire for .1 second)

Starting # 2

Explodes on impact

Max number 4(Only with ammo Pakcage)

Sticky bomb

Damge 150 250(If stuck to you)

Explodes on impact

blast radius 36 square feet

Starting number 2

max number 4

Motion mine

Effect When someone get whitin range of it explodes

Range 3 feet

360 degree arc

Blast radius 64 square feet

time from triger to detenate .6 seconds

Damage 400

Tactial equipment

Stun grenade

Effect Blinds and deafens anyone whitin an 8 feet radius

Lenth effects last 12 seconds

Starting 2

Max 4(only from ammo package)

Smoke grenade

Emits a large smoke screen for 20 seconds

AOE 400 Square feet

Starting number 2(After each use it takes 15 seconds for a new one to regenrate)

Mustard gas

Slows down and poisons people in AOE

Damage per second 1.9 per .1 second

Radius 244 400 square feet

Slow down rate 60 percent

Starting number 3

EMP greande

Disables enemy eletronic(Motion mines tugs HUDs and ATM)

Starting number 2

Blast radius 400 square feet

Special equipments

C4 unlocked at 12000 points

for use by support

Damage 2000

Starting number 4

Blast radius 16 square feet

Ammo box

for use by support

effect goves ammo out to Teamates

Gives one mag per .1 second

Gives one grenade per.6 seconds

gives Luancher ammo per .75 second

Repair tool

Effect repairs freindly vehicles

For use by Enginerr

Damage repaired per second 80 per .1 second(Does this much damage to Enemy vehicles)

overheat time 5 seconds

Cool down time 7 seconds

ATM Unlocked at 7000 points

For use by enginerr

effect Damage enemy Vehicles

Damage 4000

Starting number 4

Thermite unlocked at 18000 points

For use by recon

effect damages enemy vehciles over time

Dmage per second 50 per .1 second

Time before fuse runs out 10 seconds

Starting number 4

TUGS

For use by recon

effect detects enemys whitin 15 yards

Starting number 3