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 Rules on Weaponry

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Takano Himizu
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Takano Himizu


Posts : 24
Join date : 2013-01-12

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PostSubject: Rules on Weaponry   Rules on Weaponry Icon_minitimeSat Jan 12, 2013 5:42 am

Starting Weaponry: All melee weapons(excluding chainsaws or any other weapon that requires gasoline or electricity) are fair game to start with. For example: The pole from a mop, a bat made of any material, a wrench, a hammer or any kind, anything that you could pick up and use as a weapon. At this time, we are not allowing players to start with guns.

Semi-Rare Weaponry: Most weaponry is rare. So Assault Rifles, Snipers, Semi-Automatic Weapons, etc. must be found. For instance, a local military recruiter might have something. The home of someone who works for the military might have a stash. Now, obviously, you can't go overboard with what you find. These things are scarce, so depending on the location, there is likely not enough to go around. You may have to ration ammunition, and someone might get stuck without a firearm for a while. Chainsaws and other power tools are located under this category. Handguns are in this category, because they can only be found on police officers or anyone in any branch of the military. Making them somewhat rare.

Rare Weaponry: This is the highest level it gets too. RPG's, Grenades, the latest in technology weaponry, it is highly rare and it is highly unlikely that you will find one by just looking. You'd have to raif a military base to find one of these, or perhaps loot the corpse of a dead Self Defense Force soldier to find something of this caliber.

Ammunition: Ammunition is scarce. So when you do find some, there likely won't be aot. So conserve your ammo as best you can. Aim for head shots to save ammo. Once your out, your out. You may even have to toss your now useless weapon too, unless someone is willing to give you theirs at their own expense. When you find ammunition, make the number of rounds realistic. For instance, a dead cop has a pistol on him, but no spare rounds, and the gun has 6 chambers. Chances are, at least one round was fired, which leaves you with 5 rounds for that gun. If you found say a sniper somewhere, there's boun to be at least a clip or two of ammunition, so about maybe 10 rounds total, plus the one round possibly still in the rifle itself.

Damaged/Broken Weaponry: Everything has its breaking point. Guns can malfunction and jam, bullets could be defective, grenades could be defective, wodden bats can break after a while, metal bats will dent, poles will snap, teeth on a chainsaw will break, etc. You get the idea. Everything has its limit. We expect you to honor this, and not make your weapons last forever. Depending on the damage done, your weapon may be fixable, like replacing the teeth on a chainsaw, running out of gasoline for the chainsaw, taking apart a gun and fixing it(If you know how.), etc. You get the idea.

We will enforce these rules heavily. We want you to be challenged, not overpowered to the point where nothing can defeat you. These rules are subject to change.
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Izaura Teixeira
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Izaura Teixeira


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PostSubject: Re: Rules on Weaponry   Rules on Weaponry Icon_minitimeSat Jan 19, 2013 8:51 pm

To further explain why we aren't allowing anyone to start with a gun from this point forward (unless they're members of the Self-Defense Force), please read these links on the Gun laws in Japan: http://m.theatlantic.com/international/archive/2012/07/a-land-without-guns-how-japan-has-virtually-eliminated-shooting-deaths/260189/

As well as the Sword Laws: http://www.buildingthepride.com/faculty/takeuchi/DrT_Jpn_Culture_files/Nihon_to_files/SwordLawLetter.htm

Considering this is a realistic roleplay, finding a gun is extremely difficult in Japan, as well as a sword. So the only logical way to get either one would be to find it in RP (realistically......) or start with one as a member of SDF.
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