Perfect for: Snipers, semi-ninjas, serial killers, cereal killers, and Black ops.
perfect for: Sports stars, wrestlers, and factory workers.
Not much to say here.
Perfect for: hazmat teams, commandos, and SWAT teams.
Perfect for: Doctors, vets, and lifegaurds.
pefect for: anyone working for the media.
perfect for: Coffee addicts, runners, and gymnists.
Also, some other weapon stats:
Sentry gun:
9 Cp
1d6+1 damage
6" range
6 armor
If the armor is overwhelmed, it breaks. Can be repaired by a mechanik.
Can be picked up and moved.
proximity mine:
4 CP
2d10 explosive damage
4" splash range
2 armor
Can be placed anywhere. Cloaks when placed. Explodes if someone enters blast radius.
Can't be picked up once placed except by a mechanik.
Jammer:
6 CP
2 armor.
This device blocks all non-friendly teknology within a 5" radius. Enemy troops within here don't get new orders(they follow their old ones), sentry guns cease to function, satalite communicatins stop, and scout's scannonators don't work.
Can be planted or carried in one hand.
