Armor & Weapon Systems

View previous topic View next topic Go down

Armor & Weapon Systems

Post by Vox on Mon Feb 22, 2016 1:57 pm

Armors.

Primitive Armor.
Spoiler:
(Bone Armor,
(Leather Armor,
(Banded Armor,
(Splint Armor,
(Plate Vest,
(Half Plate,
(Full Plate,

Modern Armor.
Spoiler:
(Stab-Vest,
(Kevlar Insert,
(Kevlar Vest,
(Plate Carrier Vest,
(Tactical Vest,
(Titan Body Suit,
(Bombsquad Suit,

Sci-fi Armor.
Spoiler:
(Kevlar Vest,
(Kevlar Vest + Ballistic Padding,
(Reinforced Vest & Ballistic Padding,
(Titanium Insert Carrier Vest & Ballistic Padding,
(Carapace Body Armor,
(Plated Carapace Body,

Additional Armor Pieces.
Spoiler:
(Leg Guards,
(Arm Guards,
(Flak Jacket,
(Webbing Vest,
(Respirator,
(Gas Mask,
(Half Helmet,
(Full Helmet,


Last edited by Vox on Tue Feb 23, 2016 9:48 am; edited 3 times in total

Vox
Admin

Posts : 80
Join date : 2016-01-29

http://off-infiniterealms.forumotion.org

Back to top Go down

Re: Armor & Weapon Systems

Post by Vox on Mon Feb 22, 2016 2:10 pm

Melee Weaponry

Blunt Weapons
Spoiler:
(Fists, 1 BL, + 1 P/Strength, +5 P/Level of "Hand to Hand" Proficiency.
(Knuckle Dusters, 3 BL, + 1 P/Strength, +5 P/Level of "Hand to Hand" Proficiency.
(Rock, 5 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
(Chains, 8 BL, + 1 P/Agility, +5 P/Level of "Whip" Proficiency.
(Cudgel, 10 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
(Hanbo, 12 BL, + 1 P/Agility, +5 P/Level of "Blunt" Proficiency.
(Baton, 14 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
(Hammer, 17 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
(Adze, 22 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
^Minimum Strength: 6.
(Shovel, 24 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
(Mace, 27 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
(Battle Hammer, 35 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
^Minimum Strength: 8.
(Sledgehammer, 40 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
^Minimum Strength: 8.
(Warhammer, 55 BL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
^Minimum Strength: 10.

Piercing Weapons
Spoiler:
(Crude Knife, 3 PI, + 1 P/Agility, +5 P/Level of "Knife" Proficiency.
(Knife, 6 PI, + 1 P/Agility, +5 P/Level of "Knife" Proficiency.
(Dagger, 10 PI, + 1 P/Agility, +5 P/Level of "Knife" Proficiency.
(Bladed Gauntlet, 4 BL + 10 PI, + 1 P/Strength, +5 P/Level of "Hand to Hand" Proficiency.
(Concealed Blade, 10 PI, + 1 P/Agility, +5 P/Level of "Knife" Proficiency.
(Combat Knife, 15 PI, + 1 P/Agility, +5 P/Level of "Knife" Proficiency.
(Wooden Spear, 20 PI, + 1 P/Agility, +5 P/Level of "Polearm" Proficiency.
(Sharpened Spear, 26 PI, + 1 P/Agility, +5 P/Level of "Polearm" Proficiency.
(Rapier, 28 PI, + 1 P/Agility, +5 P/Level of "Fencing" Proficiency.
(Metal Spear, 30 PI, + 1 P/Strength, +5 P/Level of "Polearm" Proficiency.
^Minimum Strength: 7.
(Estoc, 30 PI, + 2 P/Strength, +5 P/Level of "Fencing" Proficiency.
^Minimum Strength: 10.
(Pike, 40 PI, + 1 P/Agility, +5 P/Level of "Polearm" Proficiency.
(Pickaxe, 40 PI, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
^Minimum Strength: 8.

Slashing Weapons
Spoiler:
(Short Sword, 10 SL, + 1 P/Agility, +5 P/Level of "Swords" Proficiency.
(Wood Axe, 13 SL, + 1 P/Strength, +5 P/Level of "Blunt" Proficiency.
(Gladius, 15 SL, + 1 P/Agility, +5 P/Level of "Swords" Proficiency.
(Long Sword, 25 SL, + 1 P/Strength, +5 P/Level of "Swords" Proficiency.
(Barbed Sword, 25 SL, + 1 P/Agility, +5 P/Level of "Swords" Proficiency.
(Straight Sword, 30 SL, + 1 P/Agility, +5 P/Level of "Swords" Proficiency.
(Bastard Sword, 45 SL, + 1 P/Agility, +5 P/Level of "Great Sword" Proficiency.
^Minimum Strength: 10.
(Battleaxe, 60 SL, + 1 P/Agility, +5 P/Level of "Blunt" Proficiency.
^Minimum Strength: 14.
(Zweihander, 75 SL, + 1 P/Agility, +5 P/Level of "Great Sword" Proficiency.
^Minimum Strength: 15.


Last edited by Vox on Wed Feb 24, 2016 12:06 am; edited 3 times in total

Vox
Admin

Posts : 80
Join date : 2016-01-29

http://off-infiniterealms.forumotion.org

Back to top Go down

Re: Armor & Weapon Systems

Post by Vox on Mon Feb 22, 2016 2:10 pm

Ranged Weaponry
Weapon Properties
Spoiler:
(Minimum Strength, These weapons have a strength requirement to wield them.
(Double Barrel, With this type of weapon you can choose to fire one barrel, or both for additional damage!
(Muzzle Loader, With this type of weapon you need to spend an entire turn to load it, prepping gunpowder, and a round.
(Fire/Napalm, This type of weapon inflicts fire damage, from either being a flamethrower, incendiary, or having a fire aspect to it.
(Snare, Weapons with this aspect ensnare opponents, immediately upon being hit by a snare opponents must make an agility + Trapping roll to free themselves, the roll must be equal or greater than the rank of the snare itself. i.e, level 1 is +10 to the snare, out of a d50, thus enemies must roll 10, or over to free themselves, highest possible snare level is 3, +30.
(Fatal, Weapons with this aspect are extremely rare, but should you encounter one, it's best to run. These weapons may as well be doomsday devices, as one attack from it is instant-death.
(Stun, Weapons with this aspect deal "Non lethal" damage, causing your opponent to go unconscious/get stunned, rather than die. rarely can damage dealt equate to true physical damage.
(Bleed, Weapons with this aspect cause bleeding, when bleeding you will roll Endurance + Resistance(If it's a skill) each turn you bleed, 1d50(Until you roll over 30.) or until you bandage yourself.
(Spread, Weapons with this aspect have an unpredictable spread, where bullets will fall off course for no readily apparent reason. Each rank in this increases burst/auto accuracy difficulty by -5 points, hitting it's "Rooftop" at -20.
(Loud, Weapons with this aspect can be deafening, they're so loud they can even potentially scare opponents into retreating.
(Quiet, A gentle sigh, a small whisper, the best way to describe weapons with this aspect, they don't require ear protection to wield!
(Fragile, Weapons with this aspect are prone to cracking, bending, and even potentially shattering, after each successful attack you must roll 1d10, if your roll lands lower than the fragile rating, the weapon sustains damage. Ex. "Fragile 4 Desert Eagle, you fire it towards your opponent. *Rolls 1d10: 3* You hear a loud crack as the slide pops off the top of the handgun, increasing the fragile rating to 5."
(Jamming, The bane of every hunter, marksman, and soldier.. a gun that jams, every time you fire you roll 1d10, if you land on a 1 through 3, your gun will jam, to unjam you must roll agility + Weapon/Tinker skill(1-50, under 20 is a failure.) unjamming costs 1 full round.
(Superstition, The weapon has odd engravings upon it, shapes unimaginable by man, maybe it's made of a material unknown to this plain? or even normal bullets produce a a blue muzzle-flash.. weapons with this scale with Intelligence, and deal additional damage from their base-component, though to properly use it you must roll Int + Study skill, should it fall under a certain point your sanity could begin to falter..
(Unpredictable, Weapons with this quality tend to be a bit difficult to manage, they'll fire randomly, or stop working all together when they're bumped, dropped, or even used. To perform any action with these weapons you must roll 1d10, if the result is lower than the unpredictable rating the weapon may fire at an unintended target, or direction, or quit working until rolling an unjam(Agility + Weapon/Tinker skill)
(Boomerang, Weapons with this aspect will come back when thrown, unless they collide with a target.
(Biometric Coding, Weapons with this rating must be coded to your unique genetic/finger print, and are unusable by anyone not coded in.
(Bolt-Action, You need to bolt your firearm after each shot, One must choose very carefully when they bolt their weapon.
(Semi-Auto, You don't need to bolt your weapon, the gun can eject the prior round, and loading the next.
(Fully Auto, You're able to hold the trigger, and keep firing. you can fire 3 rounds in turn, for each bullet fired, it sustains a gradual -1 to accuracy. (-1 to the first bullet, -2 to the second, -3 to the third.)
(Laser, Weapons with this aspect fire lasers! lasers don't require time to fly through the air, and thus nearly instantly collide with the target, they inflict burn damage, and thus ignore regular body armor.
(Plasma, weapons with this aspect fire plasma! this is a gas that has been super heated, and now contains proper mass to be fired directionally, upon contact it will stick to opponents, and inflict severe burn damage until the armor it's sticking too has been removed, or it burns the limb it's attached too off, Plasma lasts 1d20 turns, and thus is extremely lethal.

Ammunition Types
Spoiler:
Special bullet types first..
Incendiary, These rounds inflict fire damage, lasting 1d10 turns, the fire damage is equal to 20~ burn damage p/turn.
Explosive, these rounds explode upon contact, causing 40~ base damage(Factored as Blunt)
Hollow Point, These rounds are powerful against unarmored targets, breaking into shrapnel, dealing an additional 5d10 damage.
Armor Piercing, These rounds ignore certain levels of armor rating.
Standard, Good ol' standard rounds, when you don't need fancy boolets to kill your enemies.
_______________
Traditional Ammo Types.
Small Rock, 5 BL Damage.
Medium Rock, 10 BL Damage.
Wooden Arrow, 10 PI Damage.
Broad Arrow, 15 PI Damage.
Hunting Arrow, 20 PI Damage.
Barbed Arrow, 25 PI Damage, +5 Bleed.
Synthetic Arrow, 25 PI Damage.
_______________
Handgun Calibers Types.
Flachette, 2 PI Damage.
.22, 4 PI Damage.
.38, 8 PI Damage.
9mm, 12 PI Damage.
.357, 15 PI Damage.
10mm, 18 PI Damage.
.44, 24 PI Damage.
.45, 30 PI Damage.
Lead Ball, 30 PI Damage.
5.7x28mm,
.50 AE, 45 PI Damage.
___________________
Rifle Calibers Types.
Lead Ball, 30 PI Damage.
.30-06, 40 PI Damage.
5.56, 45 PI Damage.
7.62x39, 45 PI Damage.
.270, 50 PI Damage.
.300, 60 PI Damage.
.50 BMG, 90 PI Damage.
___________________
Laser Diode Types.
405nm, 10 BRN Damage.
980nm, 20 BRN Damage.
1025nm, 40 BRN Damage.
1155nm, 80 BRN Damage.
1990nm, 150 BRN Damage.
___________________
Plasma Ferromagnetic Electromagnet Types.
1450fme, 100 BRN Damage.
1940fme, 200 BRN Damage.
2450fme, 400 BRN Damage.

Traditional Ranged Weapons.
Spoiler:
(Sling[30m], Small Rock +Str, +5 P/Level of Thrown Proficiency.
(Sling Shot[50m], Small/Medium Rock +Str, +5 P/Level of Thrown Proficiency.
(Boomerang[50m], 15 BL +Str, +5 P/Level of Thrown Proficiency.
(Hunting Bow[150m], Arrows +Str, +5 P/Level of Bow Proficiency.
(Short Bow[200m], Arrows +Agl, +5 P/Level of Bow Proficiency.
(Nomad Bow[250m], Arrows +Agl, +5 P/Level of Bow Proficiency.
(Long Bow[370m], Arrows +Str, +5 P/Level of Bow Proficiency.
(War Bow[400m], Arrows +Str, +5 P/Level of Bow Proficiency.

Handguns.
Spoiler:
(S&W Single Action, .22, 1 Round, +Per, +5 P/Level of Handgun Proficiency.
(SR22, .22, 8 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Taurus 73, .32, 6 rounds, +Per, +5 P/Level of Handgun Proficiency.
(P08 9mm, 8 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Glock 43, 9mm, 7 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Glock 34, 9mm, 20 rounds, +Per, +5 P/Level of Handgun Proficiency.
(M9 Beretta, 9mm, 12 rounds, +Per, +5 P/Level of Handgun Proficiency.
(H&K USP, 9mm, 12 rounds, +Per, +5 P/Level of Handgun Proficiency.
(CZ75, 9mm, 10 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Glock 29, 10mm, 10 rounds, +Per, +5 P/Level of Handgun Proficiency.
(S&W 1006, 10mm, 9 rounds, +Per, +5 P/Level of Handgun Proficiency.
(S&W Revolver, .45, 6 rounds, +Per, +5 P/Level of Handgun Proficiency.
(SR9, .45, 15 rounds, +Per, +5 P/Level of Handgun Proficiency.
(M1911, .45, 8 rounds, +Per, +5 P/Level of Handgun Proficiency.
(P227, .45, 14 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Flintlock Pistol, 1 bullet, +Per, +5 P/Level of Handgun Proficiency.
(Raging Bull, .50, 6 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Grizzly MkV, .50, 8 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Desert Eagle, .50, 8 rounds, +Per, +5 P/Level of Handgun Proficiency.

Handguns Post-apoc
Spoiler:
(Flintlock Pistol, lead ball, 1 round, +Str, +5 P/Level of Handgun Proficiency.
(Scrapper Pistol, 9mm, 4 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Revolver, .357, 6 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Automatic Pistol, .45, 8 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Machine Pistol, 9mm, 16 rounds, +Per, +5 P/Level of Handgun Proficiency.
(Heavy Pistol, .50, 8 rounds, +Per, +5 P/Level of Handgun Proficiency.
^Minimum Strength: 9.

Handguns Sci-fi
Spoiler:
(Overwatch Standard Issue Sidearm "OSIS", 1450fme, 12 Rounds, +Int, +5 P/Level of Tech Proficiency.

Shotguns.
Shotgun rules will vary from every other gun.
Short range, 8d8, Medium range, 5d8, Long range, 1d8..
each 1d8 represents 1 through 8 damage + base damage.
Spoiler:
(DB Sawnoff Shotgun, 2 rounds, +Per, +5 P/Level of Shotgun Proficiency.
^Double Barrel.
(Double Barrel Shotgun, 2 rounds, +Per, +5 P/Level of Shotgun Proficiency.
^Minimum Strength: 2, ^Double Barrel.
(Ellipse Evo, 2 rounds, +Per, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 5, ^Double Barrel.
(Taurus Judge, 6 rounds, +Per, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 5, ^Revolver
(Benelli M2, 8 Rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 5.
(Remington 870, 5 Rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 6.
(Mossberg 500, 6 rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 5.
(Benelli Nova, 5 rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 7.
(Spas-12, 8 rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 7.
(Armsel Striker, 12 rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 9, ^Fully Auto
(UTS15, 13 rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 8, ^Semi Auto.
(AA12, 20 Rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 10, ^Fully Auto

Shotguns post-apoc.
Spoiler:
(Pipe Shotgun, 1 Round, +Str, +5 P/Level of Shotgun Proficiency
^Double Barrel.
(Double Barrel Shotgun, 2 Rounds, +Str, +5 P/Level of Shotgun Proficiency
^Double Barrel.
(Pump Action Shotgun, 6 Rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 4.
(Hunting Shotgun, 8 Rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 5.
(Combat Shotgun, 16 Rounds, +Str, +5 P/Level of Shotgun Proficiency
^Minimum Strength: 8.

Shotguns sci-fi.
Spoiler:
Overwatch Standard Patrol Shotgun, 1450fme, 8 Rounds, +Int, +5 P/Level of Tech Proficiency

Assault Rifles.
Spoiler:
(Mac-10, 9mm, 15 Rounds, +Per, +5 P/Level of SMG Proficiency.
^Spread 1, ^Jamming, ^Fully Auto
(OTS12, 9mm, 20 Rounds, +Per, +5 P/Level of SMG Proficiency
^Spread 1, ^Jamming, ^Fully Auto
(SR-3 Vikhr, 9mm, 50 Rounds, +Per, +5 P/Level of SMG Proficiency
^Spread 1, ^Fully Auto
(MP7, 9mm, 30 Rounds, + Per, +5 P/Level of SMG Proficiency
^Fully Auto
(Sten, 9mm, 32 rounds, +Per, +5 P/Level of SMG Proficiency
^Spread 1, ^Jamming, ^Fully Auto
(Thomson, .45, 40 rounds, +Per, +5 P/Level of SMG Proficiency
(Ak47, 7.62, 30 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 6, ^Fully Auto
(AK103, 7.62, 30 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 6, ^Fully Auto
(Steyr Aug, 5.56, 40 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 5, ^Fully Auto
(IMI Galil, 5.56, 32 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 6,^Jamming, ^Fully Auto
(ACR, 5.56, 30 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 6, ^Fully Auto
(AK5, 5.56, 35 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 6, ^Fully Auto
(M16, 5.56, 20 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 6, ^Fully Auto
(FAMAS, 5.56, 30 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 5, ^Fully Auto
(M4A1, 5.56, 31 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 5, ^Fully Auto

Assault Rifles post apoc.
Spoiler:
(Scrap-AR, 9mm, 20 rounds, +Per, +5 P/Level of Rifle Proficiency
^Fully Auto.
(Z41-AR, 7.62x39, 25 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 7, ^Semi Auto.
(Kalashnikov, 7.62x39, 30 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 6, ^Fully Auto.
(AR75T, 5.56, 30 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 7, ^Fully Auto.
(Toskex, 1025nm, 20 rounds, +Int, +5 P/Level of Tech Proficiency
^Minimum Strength: 9, ^Semi-Auto.

Assault Rifles sci-fi.
Spoiler:
AR1,
^Minimum Strength: 6, ^Biometric Coding, ^Plasma, ^Fully Auto, ^Spread.
(Overwatch Standard Issue Pulse Rifle "AR2" "OSIPR", 1940fme, 40 Rounds, +Int, +5 P/Level of Tech Proficiency.
^Minimum Strength: 8 ^Biometric Coding, ^Plasma, ^Fully-Auto.

Rifles.
Spoiler:
(VSS Vintorez, 9mm, 30 rounds, +Per, +5 P/Level of Rifle Proficiency
^Fully Auto.
(M1917, .30-06, 4 rounds, +Per, +5 P/Level of Rifle Proficiency
^Bolt Action
(Lee–Enfield Mk III, 7.62x39, 6 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 4, ^Bolt Action.
(Flintlock Rifle, Lead Ball, 1 Round, +Str, +5 P/Level of Rifle Proficiency
^Minimum Strength: 5, ^Muzzle Loader.
(Mosin Nagant, 7.62x39, 8 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 3, ^Bolt Action.
(Zastava M91, 7.62x39, 6 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 4, ^Bolt Action.
(Savage Axis, .270, 6 rounds, +Per, +5 P/Level of Rifle Proficiency
^Bolt Action.
(AWM, .300, 10 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 6, ^Bolt Action.
(M99, .50, 12 rounds, +Per, +5 P/Level of Rifle Proficiency
^Minimum Strength: 9, ^Bolt Action.

Rifles post-apoc.
Spoiler:
(Scrap Rifle, {Whatever is bored for}, 3-6 Rounds, +Per, +5 P/Level of Rifle Proficiency.
^Jamming, ^Bolt Action.
(Flachette Rifle, Flachette, 80 Rounds, +Per, +5 P/Level of Rifle Proficiency.
^Unpredictable, ^Muzzle Loader,
(Trail Rifle, .357/30-06, 6 Rounds, +Per, +5 P/Level of Rifle Proficiency.
^Bolt Action, ^Jamming.
(Hunting Rifle, 7.62x39, 4 Rounds, +Per, +5 P/Level of Rifle Proficiency.
^Bolt Action.
(Combat Rifle, .300, 8 Rounds, +Per, +5 P/Level of Rifle Proficiency.
^Semi-Auto.

Rifles sci-fi.
Spoiler:
(Overwatch Standard Issue Long Rifle "OSILR", 2450fme, 8 Rounds, +Per, +5 P/level of Tech Proficiency.
^Strength Required: 10, ^Plasma, ^Biometric Coding, ^Bolt Action.

Heavy Weapons.
Spoiler:
(Flamethrower, 5 Gallons, +End, +5 P/Level of Heavy Proficiency
(Grenade Launcher, 8 Rounds, +Str, +5 P/Level of Heavy Proficiency
(Rocket Launcher, 1 Round, +Str, +5 P/Level of Heavy Proficiency
(Gatling Gun, 400 Rounds, +Per, +5 P/Level of Rifle Proficiency
^Spread 1.

Sci-fi Heavy Weapons.
Spoiler:

Vox
Admin

Posts : 80
Join date : 2016-01-29

http://off-infiniterealms.forumotion.org

Back to top Go down

Re: Armor & Weapon Systems

Post by Sponsored content Today at 3:03 am


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum