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A MIDIAN CITY NOTECARD
"Weapon Guidelines"
August 2009
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WEAPON GUIDELINES

GENERAL
- No character should wield a weapon that is bigger than itself.

- The use of less-lethal, melee styled weapons that encourage RP without inflicting disabling or permanent injury is encouraged. This includes homemade weapons, found/improvised weapons, tasers, pepper-spray, tear-gas, etc.

- High explosives, biological, chemical, nuclear weapons and any other “weapon of mass destruction” are not permitted unless explicitly authorized by a lead admin.

- Railguns, Lasers, Ray guns, plasma guns, photon canons, light sabers, sci-fi styled powered weapons such as swords and claws are not allowed. While some of these technologies may exist, most only do so in theory and are either still undergoing research or too cost prohibitive for mass development.

- EMP devices are too expense and hard to manufacture.

- Any weapon not otherwise listed herein is not allowed unless specifically approved by a lead admin.


WEAPONS IN MIDIAN CITY (Including Apocalypse)
- Civilians in freetowns like Midian City are typically armed with Semi-Automatic pistols or shotguns, Revolvers, Bows, Crossbows, Stun Guns and Melee weapons (such as, but not limited to metal claws, swords, axes, knives, baseball bats, whips, chainsaws). Homemade, improvised or gritty post-apocalyptic styled weapons are highly encouraged, including items like chainsaws, power tools, etc.

- Rifles in Midian City/Apocalypse are IC banned to citizens. This means OOC that if you wear one you are consenting to possible MPD enforcement and shakedown, if confronted. Rifles in private locations (faction headquarters, apartments) are allowed. Rifles whenever and wherever an MPD officer is not present are allowed. BUT by wearing one in public, you are OOC consenting to a possible MPD enforcement and the RP that may ensue.

Exempt from this include: Licensed mercenaries on an active mission, UAC personnel, MPD swat teams. Licensed mercenaries include Blackstar and the Merc Guild of Midian City.

- "Stunners" or devices that work on delivering electrical charge are NON lethal to organics but may incapacitate. They have the same effect on Mechs or those with cyber enhancements.

- Grenades are easily smuggled into midian. One should not be surprised to see one or two knocking around the place. However a character is limited by the amount they may carry. A person may carry no more than four anti personnel explosive devices. Anti personnel explosive devices are frag and krak grenades. Thermite grenades. Chemical Flasks. Flash bangs. Smoke bombs, claymores etc.

- Ammo types are limited to standard rounds/arrows/crossbow bolts.

- Special ammunition requires an OOC notepad from an official "import" faction leader. "Oceanic imports, UAC, The Haulers" as do rifles and fully automatic weapons.

- Flame throwers and Rocket launchers are limited to UAC personnel and may not be smuggled into Midian unless explicitly authorized by a lead admin.


LEVIATHAN (AKA The Mainland)
- Weapons are 100 percent illegal to carry on the mainland (Leviathan) unless explicitly licensed through IC roleplay by the UAC. Any Midian citizen who crosses over into the Mainland while wearing their weapon risks IC having it confiscated or crushed and handed back to them in tiny pieces by a patrolling UAC soldier. This means that if you wear a weapon in Leviathan, you are OOC consenting to possible UAC enforcement and the RP that may ensue. Weapons in private locations (faction headquarters and apartments) are allowed.

WEAPON ACQUISITION
If your weapon is confiscated, it is encouraged that you attempt RP finding a new one.


ARMOR

Regardless of "appearance” armor is NON powered nor made of nanites. The maximum level of protection of any armor is on the scale of Kevlar. Fully bullet proof armored plating for any character role would be too cumbersome. Light alloys vulnerable to standard rounds are used in mechanoids and those with cybernetic limbs.


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