Foam Fortress: Sydney Gear information and elaboration
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Foam Fortress: Sydney Gear information and elaboration
Pistols
Integrations
Melee weapons (small)
Melee weapons (large)
The Shield
Grenades
The Ghost’s “Sniper Rifle”
- Pistols have a maximum capacity of 10
- A maximum range of 50ft flat (unless otherwise specified in the class’s loadout)
- Pistols cannot be fully automatic (this disqualifies the Speedswarm as a legitimate pistol)
- Anything that utilises N-strike Clips, homemade clips, RSCB’s, Hoppers, Choppers, or inline clips are not classed as pistols (If you have a dart feeding system that is not covered here please enquire within).
- The only legal pistol that can fire a more than one dart per trigger pull is the Barrel Break
Integrations
- Any integrations must adhere to the limitations of the class’s load out i.e. you cannot integrate a LSFG onto a Longshot if you are a Medic, as you have no secondary slot to accommodate the LSFG
- Integrations are allowed to be modular if you so choose
- You cannot integrate a melee weapon onto your blaster (unless in the special case of approved Gunblade replica)
- All integrations must fire darts only
Melee weapons (small)
- Every class is entitled to carry a small melee weapon (approx 50cm long)
- A hit from a small melee weapon removes one life
- Can be thrown and as if it were being used to attack normally
- Can deflect darts and melee attacks while being held in the hand, but not grenades or rockets
- It is possible to throw the small melee weapon to knock grenades or rockets off-course. If the small melee weapon makes contact with the grenade/rocket, and that grenade/rocket misses you, it does not count as a hit
Melee weapons (large)
- Only useable by the Warden
- Can be used to deflect darts and other melee attacks
- Cannot be thrown at all. Throwing the large melee weapon will result in the Warden losing a life. The only exception would be if they are capturing the flag, in which case if the large melee weapon must be dropped, not tossed
- It is possible to reflect darts onto enemies, which would count as a hit
The Shield
- Only useable by the Warden
- Can deflect darts and melee attacks, but is destroyed by grenades
- When a shield is destroyed, the Warden must drop it. If the Warden is hit with a dart or a grenade on a destroyed shield, it counts as a hit to the Warden as if there was no shield at all.
- When a Shield is hit by a rocket, the Warden loses a life and must either await resurrection or return to respawn
- Can be dropped at any time by the Warden, but this will result in the Shield being destroyed
- It is possible to reflect darts onto enemies, which would count as a hit
- The Shield cannot be used as a melee weapon
Grenades
- There are two types of Grenade available in FF:S – The Nerf Pocket Howler and the BuzzBee BBUMB Rocket.
- The BBUMB Rocket is the Assault’s grenade. It is able to destroy the Warden’s Shield or as anti-personnel. If the BBUMB Rocket hits a player, it will take away one Life.
- The Nerf Pocket Howler is the Demolitionist’s grenade. It is also able to destroy the Warden’s shield, but packs a much greater punch in terms of anti-personnel. If the Pocket Howler hits a player, it will take away three lives
- Grenades cannot be picked up after being thrown except by a player who is returning to respawn [This rule will not be implemented until there are ample grenades at wars]
The Ghost’s “Sniper Rifle”
- Ghosts must use either a suitable airgun or a Nerf Longshot as their Ghost primary
- Range is capped at 160ft flat
- There is a minimum engagement distance of 60ft on the Ghost’s primary weapon. This engagement distance stands regardless.
- The Ghost’s primary weapon can only fire one dart at a time
- Any integrations to the Ghost’s primary weapon must not use the same air tank as the primary, nor can it have a linked trigger.
- Ghosts cannot use a 35 drum
- If the Nerf Longshot is being used as a primary for the Ghost, it can only utilise N-Strike six clips and cannot have a shotgun grip attached
Echoes- Administrator
- Posts : 174
Join date : 2011-12-19
Age : 33
Location : Bass Hill, Sydney, NSW
Re: Foam Fortress: Sydney Gear information and elaboration
Alright, may we classify the hunter as a pistol?
BFG- Posts : 65
Join date : 2011-12-23
Age : 29
Location : Bomaderry, NSW, 2541
Re: Foam Fortress: Sydney Gear information and elaboration
I don't see why not. It's small enough. If a furyfire or a hyperfire is a pistol, don't see why the Hunter isn't either.
Echoes- Administrator
- Posts : 174
Join date : 2011-12-19
Age : 33
Location : Bass Hill, Sydney, NSW
Re: Foam Fortress: Sydney Gear information and elaboration
And updated version is now out!
Echoes- Administrator
- Posts : 174
Join date : 2011-12-19
Age : 33
Location : Bass Hill, Sydney, NSW
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