Sunnyville

**Sunnyville** or **Sunnyvale** is a settlement on the northeast of Vale, It is also the location of Local Huntsman Academy and where Athrun Dengel and Mu 'Alexei' Dengel were raised.

And also the home of the legendary Garnet Knight, Theodor Dengel and his younger brother Cecil.

This settlement was founded by Theodor Dengel and Cecil Dengel, while Michael 'Teasle' Dengel, the leader of the group.

Until Theodor died years ago when Athrun and Mu were kids.

## History

It was a settlement build by the Group Leader named Micheal Williams, along with Theodor and Cecil being best friends, and same goes with rest of their teammates who used to be...

And there's an extendable residental area due the houses were shorted which they're 3 storied houses, and also sleeping quarters for travelers or workers sleeping there.

The Company in Anima called HMGC or Heavy Metal Gear Corperation who formed the GLDTRS competition, and also developed weapons for the game show.

James Ironwood who lead the operation when Atlas Council was interests in Theodor's work when aware about he and his brother Cecil were Winners in GLDTRS, he and the group were went to their settlement that somehow plan to get their hands on their arsenals. But turns out that Theodor only invented just minor weapons for this settlement for huntsman and law enforcements.

Unaware from Atlas about Theodor secretly developed an highly advance weapons and armor that only his children will be wielded such as Athrun or Mu, while after his passing, Cecil will do it for him to finished armor for Mu or Athrun.

##### Meeting Naruto and companions

Several month(s) before the news regarding Vale was on attack by multiple Grimm, White Fang, and ROOT.

Until then a sniper patrol named Galt, until they saw Naruto and his group, consists his older counterpart, Jing D. Hayabusa, and Yasha 'Jo' VortexLobo.

### Gadgets

The people on Sunnyville had still uses of Scrolls, but also additional devices to create a pocket dimension to carried weapons, supplies, and armor.

    The **Pip-Boy** (Personal Information Processor) is an electronic device manufactured by Micheal Williams. It uses ultra-modern super-deluxe resolution graphics, which coupled with its capability to store large amounts of information and transfer data to and from holodisks and from data tubes make it the obvious choice for the wandering explorer, the out-on-his-own newbie or the all-around survivalist expert.

Some common characteristics that Pip-boys had were Geiger counters, Health status of the user, a radio, a map, a journal, and an inventory list for weapons, armor, and any supplies.

The Pip-Boys were standard equipment issued to all Vault-TecVaults. Some Vaults received newer models of the device, while others were given older models.

The character who shows in images which illustrate all of the characteristics of the SPECIAL character system (perks, traits, stats etc.) is often incorrectly called "The Pipboy" (even in *Fallout Tactics*). His correct name is the Vault Boy.

## Sheriff Department's Equipment

Theodor Dengel had developed the Mass-produce weapons, which meant for the law enforcement in Sunnyville, after he had spend so much time to developed arsenals, and he invented plasma energy.

While adopted another set of arsenals from GLDTRS.

Unknown the people was aware only his brother had been secretly develop an advance weapons and armor that only he manage to build one, after developing the new arsenals and gear.

### Uniform

Noted: Their armor and uniform will be based on DOOM 3.

    Theodore create a prototype full set of armor based of the original, minus the gauntlets, meant for protection from resist blows from the Grimm. It's lightweight, sturdy, less heavy, and also bullet resistance.

The Armor set is based on the GLDTRS' Standard Issue Armor and Female version.

Some law-enforcement deputies wears a helmet with combat visor, goggles, or a sealed, pressurized helmet suitable for outside operations and transit, head trauma, smoke (such as pepper or tear), and sandstorm environment.

Unlike the deputies, who all wear brownish-green armor, the SWAT wear black armor.

Some are equipped with protective riot shields.

Officers are issued Pip-boy, and utilize equipment such as sentry bots, keycards, and other gear.

While the helmet is best for protect from head trauma, while the visor was protect for sandstorm environment and flashlights, along with the chest armor that been attached.

**Stats**
* Air Conditioner
 Armor
 Described
* Bullet-resistance

### Arsenal(s)

Those are mass-produce weapons, which TD stands for Theodor Dengel for developed new weapons for Sunnyville which meant for Huntsman or huntress and Law Enforcement.

Although, Theodor Dengel and his brother Cecil brought weapons were belongs to GLDTRS, after all, considered gifts and give a copies to mass-produce them, and also the hiatus weapons that never redeveloped again, and then with Theodor produce the first arsenals based from the originals that he and Cecil obtained.

So the HMGC (Heavy Metal Gear Corperation) approved Theodor's decision to giving those bluepritnts for the settlement.

Noted: Based from DOOM 3, and also its weapons, and adding few weapons from Gears of War and Quake 4.

#### Flashlight

 Ammunition
 Capacity

"UAC Standard issue light source. This model utilizes a static transfer power supply, so battery replacement is unnecessary."

― PDA Description

The flashlight is a tool and weapon. Its main purpose is to light up dark corridors, although it can be used as a weapon at close range.

#### Pistol(s)

##### TD-45 Pistol

 Ammunition
 Capacity
 Rate of Fire

"All personnel are supplied with this basic projectile side arm."

Comparatively weak but also very accurate. The pistol is considerably more powerful, but often seems weaker, due to the fact that several of the weaker monsters have been “beefed up” compared to their classic counterparts.

It is best used to conserve ammo or as a backup weapon for when stronger weapons get close to emptying their magazines. In mid and close range, the machine gun is far more powerful, but the pistol is very accurate, so use it for enemies at long distance, or when you run out of ammo.

#### Submachine Gun(s)

##### Gorgon Pistol

 Ammunition
 Rate of Fire

    The Gorgon Submachine Gun, otherwise known as the Gorgon Pistol or simply Gorgon, was a close-range sidearm,

The Gorgon was a dual-magazine sidearm, shown to have burst fire and automatic.

The internal mechanisms of the burst fire are understood. Using a hydraulically-loaded spike to work the action, each trigger pull fired one loaded round, and the recoil from that round was used to fire more rounds on the backswing. The spike continued this back-and-forth pass until it had fired 8 rounds in succession, at which point the hydraulic spike locked and cut off the action until the next pull of the trigger. This entire process happened in a split second. The dual magazines folded downward for ease of reloading, but had to be folded back upwards and locked into place to enable the hydraulic feed system to work properly.

##### TD-SMG45 Thompson Theodor SMG

 Ammunition
 Capacity
 Rate of Fire

*"A standard-issue US Army submachine gun. Its high fire-rate makes it useful when taking on many enemies at close range."*―Journal description.

The Submachine Gun or SMG is an automatic weapon.

The Submachine Gun is a fast-firing weapon with a large magazine size and low overall recoil, making it useful when engaging multiple enemies up close or for sniping.

Fan-made: Theodor develop new sub-machine gun based on the original thompson SMG.

    Pros

* Accurate
* Manageable recoil
* Large magazine
* High rate-of-fire

Cons

* Low total ammo, and additional ammunition is hard to come by
* Cannot be dual-wielded
* Crosshair blooms wildly when hipfired

Attachments (4/10/2020/2:42am)

* Scope
* Drum Magazine (60 rounds)

Gallery

CaliberMagazinesWas created by Elliot Davis of ArtstationAttachments: Scope, Dual-Magazine, and ForegripM1946A3 Commando-pattern used by the OSS.
#### Shotgun(s)

##### TD-C12 Shotgun

 Ammunition
 Capacity
 Rate of Fire

"The shotgun deals considerable damage at close range, however the wide spread limits long range effectiveness."

― PDA Description

This pump-action Shotgun, is a devastating close-range weapon, and holds 8 shells at any one time. It is also the only weapon in the Doom 3 arsenal which allows for firing during reloading.

Ammunition for the shotgun is in the form of small packets or large boxes of Shells, as well as deceased Shotgun Zombies. Ammo is generally easy to find throughout the entire game, and since much of the fighting takes place in tight corners, the Shotgun usually serves as the main weapon of choice until the harder levels, where it would fall as a secondary weapon.

Compared to the classic Doom counterparts, this Shotgun has a wider spread making it a deadly weapon at point-blank range, but less effective at further distances. The Shotgun also has a "double" shell reload action: although the reload animation only shows Doomguy loading one shell at a time, the loaded ammunition counter increases by two.

##### TD-S12 Vulcan 1270 Double-barreled Shotgun

 Ammunition
 Capacity
 Rate of Fire

"The Vulcan 1270 Double Barrel Shotgun fires two 12-guage [sic] rounds simultaneously and can take down even the largest of game."

― PDA Description

The Super Shotgun of Doom 3 looks a lot like the classic Super Shotgun and has nearly equivalent strengths and weaknesses, because of it being a replica. However, it has the same tactical value. Extremely powerful, firing both barrels at once will instantly kill most monsters at close range and severely wound more powerful monsters, but the shotgun loses effectiveness at long range. Reloads are rather quickly but its low ammo capacity and single shot can prove slow in a crowd of monsters.

The differences between the super shotgun and the regular one are mainly that the super shotgun (as its nickname implies) is more effective and can cause much more damage. Another significant difference is that it only holds two shells at one time (enough for one shot from the weapon). It uses the same kind of ammunition as the shotgun - shotgun shells. Unlike its classic Doom predecessor, it is far more accurate than the regular shotgun.

##### Shotgun (Quake 4)

 Ammunition
 Capacity
 Rate of Fire

The is a pump-action shotgun that fires a volley of pellets. The Shotgun must be pumped after each shot and each round must be loaded individually (this is later removed when due to an upgrade later in the game). Like most of the shotguns in the Quake series, the Shotgun is ineffective past close range.

This weapon is hiatus, so the COG company who owned the GLDTRS give the schematics of the weapons, but they give a single powerful weapon that it will only not allowed anyone fall the wrong hands.

Upgrade

* Shotgun with a detachable 10-round magazine, it still uses pump action though

##### Sawed-off shotgun (small variant and from Gears of War)

 Ammunition
 Capacity
 Rate of Fire

*"Argh! Uh, I guess I'll have to stick with the Sawed-Off..."*

— An unidentified Stranded after his attempt at the "two-piece" with the Gnasher Shotgun

The **Sawed-Off Double Barreled Shotgun**, normally shortened to the Sawed-Off, was a small but powerful shotgun produced by the humans.

It is a compact but powerful shotgun, packing enough power to kill multiple enemies or even larger enemies at point-blank range with a single shot. The Sawed-Off had two short, horizontal barrels which must be reloaded separately; the weapon is discharged one barrel at a time, but later modifications made the Sawed-Off capable of firing both barrels simultaneously.

Although effective, the Sawed-Off's main drawbacks were the painfully slow reload time and having to reload after every two shots. Additionally, it had huge recoil and was only effective at point-blank range as it's short barrels caused the shot to spread wider than usual.

#### Assault & Battle Rifles

##### TD-MG88 Enforcer Machine Gun

 Ammunition
 Capacity
 Rate of Fire

"The MG-88 Enforcer delivers a high rate of fire and dependable accuracy when fired in short bursts. Standard Marine Infantry issue."

― PDA Description

The **Machine Gun**, also known as the **MG-88 Enforcer**, is a versatile weapon introduced in Doom 3. It has a large magazine size, high rate of fire, and great accuracy.

The Machine Gun uses ammunition from Machine Gun magazines. It has a very high rate of fire, but less damage than the pistol. It should be used to mow down hordes (of lesser demons or zombies). It can also be used for long-range work against enemies who are hiding behind cover. Take note that the ammo counter is on the weapon itself and not on the game HUD - similar to the chaingun, plasma gun and BFG 9000.

It is probably based on the FN P90 personal defense weapon, with UAC design. While iron-sights are present on the MG-88, during close examination it only houses the rear sight notches up the front, with no front sight present on the gun, making them useless for anything other than close-quarters.

There are also no optical sights, or electronic sights present on the MG-88; it instead houses an Uplink Module inside the ammo counter, to be used with the Mars Security and Marine helmets. Were it to be reproduced in real life, the weapon could not be accurately aimed at longer ranges, making it nothing other than a hip-fired, close quarters, somewhat accurate "spray and pray" weapon. It should be noted that firing without using sights in reality is regarded as useless and inadvisable unless at close quarters.

##### Q4 Compact Assault Rifle (Quake 4's Machine Gun)

 Ammunition
 Capacity
 Rate of Fire

    The Compact Machine Gun is a compact, select-fire automatic assault rifle. It's also part of the hiatus weapons in GLDTRS, so HMGC decide to give the blueprints for mass-produce to Sunnyville's Law Enforcement Department.

It is considered as their primary service rifle. Small, accurate and all-purpose.

Despite its namesake the Machine Gun is quite a compact weapon, ranging about twenty to twenty-five inches long but is also quite angular and cumbersome in appearance. It has an extendable shoulder stock which is always retracted, an ambidextrous ejection port (for off-handed shooters or use inside vehicles etc), a muzzle brake at the end of the exposed barrel, a rounded foregrip and a small switch on the top of the grip which is likely a fire selector or safety switch.

The Machine Gun operates in semi-automatic and fully-automatic modes of fire - firing from the hip produces fully-automatic fire while aiming with the gun's scope allows for more precise semi-automatic fire. It can be equipped with forty and eighty-round magazines which have rubberized buttplates.

Outside of the immediate design, the machine gun boasts a few extra capabilities; an integrated flashlight mounted under the barrel and a 2x scope, giving it limited sniping qualities - although the scope is not needed very often as long-range gunfights in Quake 4 are not common. The scope itself has a small digital ammo counter, which is hard to see on lower graphical settings.

* The 80-round magazine makes the Machine Gun much more useful, as many higher-level enemies require more than 40 rounds to kill, especially on the higher difficulties. The Machine Gun also eats up ammo very quickly, so you should alternate between it and other weapons such as the shotgun to avoid running out of bullets.

#### Marksman & Sniper Rifles

##### Longshot Sniper Rifle

 Ammunition
 Capacity
 Rate of Fire

The **Longshot Sniper Rifle** was a high-caliber, single-shot, bolt-action sniper rifle.

With the Gnasher Shotgun and Lancer Assault Rifle providing closer ranged firepower, the Longshot allowed Gears to metaphorically "reach out and touch someone". With its competent scope, long barrel, and precise but powerful ballistics, the Longshot shifted the rules of combat drastically, allowing a skilled sniper to remain uninjured or even unseen during firefights.

With a well-placed headshot, the Longshot was capable of dispatching a variety of opponents easily; even if a headshot was inconvenient or otherwise impossible at the time, it was still capable of inflicting critical damage to the target regardless of hit location. If you do manage to strike a Drone in the head, however, the round will cause the Drone's head to burst into pieces.

##### GZ18 Markza Sniper Rifle

 Ammunition
 Capacity
 Rate of Fire

The GZ18 Sniper Rifle, nicknamed "Markza", was the UIR counterpart to the COG Longshot during the Pendulum Wars. While it wasn't as powerful as the Longshot, it had a higher rate of fire, faster reload and larger magazine. However, its scope was also not as powerful as the Longshot's.

##### Breechshot

 Ammunition
 Capacity
 Rate of Fire

The **Breechshot** is a straight-pull bolt-action rifle, is used as a large-caliber infantry rifle, alongside the Hammerburst II.

The rifle is fed from an internal, 4 round capacity magazine. When empty, a clip of 4 new rounds are inserted from the top. The rifle is cycled manually by pulling the bolt straight back, ejecting the spent cartridge. A new round is then chambered when the bolt is pushed forward again.

##### Custom Tranquilizer Rifle

 Ammunition
 Capacity
 Rate of Fire

An non-lethal custom tranquilizer rifles wielded by law-enforcement, used for hunt, escape prisoners, and intruders.

The rifle's automatic bolt action was powered by a nitrogen canister mounted in the stock.

#### Heavy Arsenal

##### Mulcher

 Ammunition
 Capacity
 Rate of Fire

The Mulcher was a heavy, hand-cranked, rotary gatling gun, including the Chain gun and Vulcan Cannon, the Mulcher is a heavy machine-gun that is functionally a scaled-down version of the Chain Gun.

##### TD-H30 Chaingun

 Ammunition
 Capacity
 Rate of Fire

"The Chain Gun's 0.30 caliber armor piercing round delivers substantial damage, but heavy recoil reduces accuracy."

― PDA Description

The **Chain Gun** (also known as the *UAC Weapons Division Mach 2 Chain Gun*) is a good mid range weapon with a high rate of fire. This Chain Gun has an ammo counter and is considerably more powerful.

The Chain Gun differs from its original; there is a slight wind-up time (around 1 second) for the barrel array before it begins firing. Also, unlike the classic chaingun, which fired the same standard rounds as the pistol, the Doom 3 Chain Gun now utilizes exclusive .30 caliber, armor penetrating rounds, easily outclassing the Pistol and Machine gun in terms of firepower.

Ammo for the Chain Gun can be found in the form of Ammo Belts (60 rounds) which appear as ammo cans about the size of a briefcase, and can also be obtained by picking up Chain Guns (30 rounds) from deceased Chaingun Commandos. Just like the plasma gun, BFG9000 and newcomer Machine Gun, the ammo counter is located on the weapon itself, instead of the game HUD.

#### Energy Weapon

##### TD-E100 Plasma Rifle

 Ammunition
 Capacity
 Rate of Fire

"Energy based weapon developed in the Theodor Dengel. Unit is powered by plasma canisters manufactured in the EnPro facility."

― PDA Description

The **Series 3 Plasma Gun** is an energy-based weapon. This weapon fires pale-blue globular bursts vaguely reminiscent of tiny stars.

The Plasma Gun is slightly different from its earlier counterpart, as the projectiles now move at visibly slower speeds. Nevertheless, it still possesses effective firepower, making it comparable to the higher-end weapons such as the Chaingun and the Rocket Launcher.

Similarly to the Chaingun, and newcomer Machine Gun, the Plasma Gun discards the game ammo HUD because it has its own ammunition counter in a small monitor located at the rear upper end of the weapon itself.

Ammunition comes in the form of Plasma Cells, which appear to be bulky bottles that glow a luminescent blue and possess a blue-colored tip. Stray plasma bottles hold 25 units of projectile, whereas a box of 2 bottles holds double the amount. Ammunition for this weapon are generally easier to locate throughout the entire game relative to Rockets, Ammo Belts, and BFG Cells, and are particularly abundant in the EnPro facility.

##### TD-EM1 Railgun

 Ammunition
 Capacity
 Rate of Fire

The EM-1 Railgun (EM standing for "Electro Magnetic"), able to fire aluminum rounds at close to the speed of light, which is dubious for all manner of reasons; power consumption and heating would both be impossible to deal with in an infantry weapon, but the main issue would be how a C-fractional bullet would interact with the air around it.

The projectile would be superheated almost instantly and burn up before it left the barrel, with the gun effectively firing a stream of plasma that would rise and dissipate; the result would be more like a hot steam gun than a projectile weapon. If it didn't, the projectile would interact with the atmosphere like a large meteor, creating a massive superheated trail that behaved like a directional nuclear explosion, including wake radiation in the area behind it.

Far from throwing victims into the air, it would drill a hole through them so cleanly and quickly they'd barely notice in the instant before they and the entire surrounding area were obliterated by the wake. The shooter would likely end up with an EM-1 shaped hole in them and an equally large trail of destruction going in the opposite direction from the gun shooting itself backwards with similar velocity to the projectile.

The weapon is fitted with a variable magnification "X-Ray" scope, allowing the user to see through solid walls and showing human targets as skeletons, with the user able to mark his shot to their visible beating heart. The scope is a Hollywood invention; any X-Ray that could pass through steel, brick or concrete would not reflect off soft tissue or bone and pass through denser material again to get back to the detector, it would simply go through the less dense material and carry on.

Real X-Ray machines work by firing X-Rays from an emitter on one side at a plate on the other, with bones and other dense structures showing up because they do not allow the rays to pass through; the traditional X-Ray with white bones is a negative, showing where the rays did not pass through, not where they were reflected back at the emitter. The net result is that the scope wouldn't actually display anything at all unless the entire area was saturated with lethal radiation or an emitter were present on the opposite side of the target.

#### Launchers

##### TD-RPG Rocket Launcher

 Ammunition
 Capacity
 Rate of Fire

"A portable self-propelled rocket designed for demolition and debris removal, this model has been modified for use as a military weapon."

― PDA Description

This rocket launcher loads from a 5-rocket magazine. Its time interval between firing has also been increased, which limits its ability to bombard opponents. Ammunition for the Rocket Launcher is in the form of 5 or 10 shot magazines.

The rocket launcher also does not have an electronic screen to serve as the ammo counter, unlike many of the other weapons which have been modified to include the aforementioned, however the player can still calculate remaining ammo by looking at how many rockets are in the clip.

It carries highly-explosive rockets and reloads fairly quickly. The rockets travel only slightly faster then the plasma gun shots, but their effects are much more devastating; a single rocket can kill, even gib, a half dozen zombies grouped together.

As in short range combat is dangerous if not suicidal, especially near ledges, since the blowback effect of the rockets are much stronger than before. Medium range combat is most effective with the weapon, with the physics engine sending enemies flying, often in several pieces. The slow speed of the rockets makes long range combat difficult, unless it is being used against a large, slow-moving target. Like rockets from the demons, your own rockets can be intercepted with weapons fire, though this rarely happens outside of random coincidence.

In single player, the weapon is most effective against Hell Knights, though it can also be used in enclosed spaces successfully against Cacodemons, Revenants, and Commandos, although tentacle Commandos tend to dodge it, as can Chaingun Commandos if they are not firing. Perhaps the most effective use for the weapon is to kill Sabaoth; as the door opens, empty a clip of rockets into it. After reloading, simply use a fully charged Soul Cube, and you will send him back to Hell in under 20 seconds.

While it provides only minimal blowback in single player for rocket jumps, in multiplayer it makes a useful, albeit health-draining, height booster for your jumps.

##### Booshka Grenade Launcher

 Ammunition
 Capacity
 Rate of Fire

#### The Booshka was a semi-automatic, drum-loaded grenade launcher.

The Booshka was a semi-automatic grenade launcher that fired ricocheting, high-explosive projectiles with a delayed fuse, that was fed from a three-round drum. While it wasn't as powerful as the Locust Boomshot, its Imulsion-filled projectiles were still very dangerous to groups of enemies. In addition, the ricocheting capability of the projectiles allowed the user to reach enemies at awkward angles. Grenades fired directly at an enemy will explode on contact.

##### Boomshot Grenade Launcher

 Ammunition
 Capacity
 Rate of Fire

#### The Boomshot Grenade Launcher was a single-shot, pump-action grenade launcher.

The Boomshot fires a delayed-fuse, high-explosive shell that creates a large explosion upon impact, followed by the detonation of about three to five small "bomblets" that create a series of secondary explosions which are comparable to a cluster bomb. The shell is loaded into the Boomshot via a drum magazine. When fired, the shell emerges from the main barrel and the guiding fins ride along the four tubes that surround it.

The weapon's iron sights are woefully impractical, providing no elevation or depression markers whatsoever. It is likely that the weapon is devoid of practical sights because it is designed for use by Boomers, whose role is to spread havoc in the enemies' general direction. For the weapon to be used effectively though, the user should fire at medium to long ranges, though it can be used at longer distances. The Boomshot is capable of taking down multiple enemies at once. Even a near-miss can still kill or badly wound an enemy.

##### Torque Bow

 Ammunition
 Capacity
 Rate of Fire

#### The **Torque Bow** was a deadly weapon.

Functionally, the Torque Bow is a muzzle-loading coilgun in the shape of an archaic crossbow that fires a bolt that contains Imulsion in the head.

The Torque Bow fires an Imulsion-fueled, explosive-tipped, armor-piercing projectile that resembles a large arrow (or rather, a crossbow bolt). The projectile has a timed fuse which is designed to explode a half-second after penetrating a target, blasting it apart from the inside — almost invariably causing critical injury for the unfortunate target (if not instantaneous death). The weapon's name comes from its unique tandem launch system; in addition to the magnetic coils giving the projectile motive force, the Torque Bow also uses a small motor to apply rotational force to the projectile - ergo increasing kinetic energy transferred to the target. The limbs on the top and bottom of the barrel control the tension of the motor and are what actually launches the bolt through the coil mechanism.

When the trigger on the Torque Bow is pulled, an electric motor inside begins revving up and providing power, while said motor also applies rotational force. Onlookers will see a brightening glow from inside the weapon as the magnetic coils warm up. Whilst the Torque Bow can fire at any time, in order to achieve the desired "lethal" penetration level and long effective range, the user must charge the weapon as appropriate; too little power, and the Torque Bow's bolt will fail to penetrate. It may even kill the shooter if the bolt lands close enough.

In order to protect the coilgun system from explosive overloads, keep the weapon's size down, and keep heat build-up from being an issue, the Torque Bow has a fail-safe system whereby it will automatically fire a bolt at maximum power if it charges too long.

##### **Tripwire**

 Ammunition
 Capacity
 Rate of Fire

The **Tripwire Crossbow** is the counter-weapon of the Torque Bow. It fires an explosive charge-equipped bolt that sticks to surfaces and emits an infrared "tripwire" beam. Once the beam is crossed, the bolt will launch the explosive charge at the enemy, detonating.

This heavy crossbow is capable of launching a high caliber bolt that will firmly lodge itself into whatever it hits – even a concrete or metal surface – turning the area into a deadly trap. Impacted bolts send out an infrared tripwire, and launch a small explosive charge at the first enemy to cross the path of the beam. This weapon usually appears when you have to defend a position and place traps for the enemy.

#### Grenades

##### Grenade

 Ammo in Pack
 Rate of Fire

    "The infantry issue fragmentation grenade is activated by a twist detonator. Fire delay is 3 seconds, with an injury radius of 30 meters."

― PDA Description

It is an explosive weapon that deals splash damage. Grenades can bounce off walls but will explode on contact with a monster.

It should be used in corridors to kill zombies around corners or behind cover. Do not use the grenade at close range, as the explosion can hurt the player. Also, do not cook the grenade for too long, or it will explode in the player's hand, killing him.

Simply twist the cap on the top, and toss.

Variants:

* Flash Bang
* Sleeping Gas

##### Solo (Frag) Grenades

 Ammo in Pack
 Rate of Fire

The Bolo Grenade, otherwise known as the Fragmentation Grenade[2] and often shortened to Frag Grenade, was the standard-issue fragmentation grenade

##### Smoke Grenades

 Ammo in Pack
 Rate of Fire

The Smoke Grenade is a non-lethal grenade used by the COG. Featured in every part of the Gears of War trilogy, the Smoke Grenade discharges a thick, white-gray smoke that obscures the vision of anyone inside the cloud or outside looking into the cloud.

## Huntsman/Huntress Militia and Mercenary Group

It was group of huntsman/huntress were trained while during the time in the military.

Sharing the same weapons as the Law-Enforcement group, so wielded any weapons that belongs to, while were useful for their own gain role.

#### Uniform

    Wearing standard common armor for the militia, ever since GLDTRS had offered some armor and the schematics for the design for forming its own militia force, besides the law-enforcement.

    It is a light shade of blue with a black Crimson Omen between the armor seals on the front. On the back of the suit is a magnetic 'holster' that resembles a general infantry backpack, allowing to carry two weapons on their back.

The armor provides medium protection against damage, but will not withstand concentrated or sustained gunfire, especially high-caliber weapons such as the Hammerburst and the Troika.

The torso part of the armor is more heavily armored than the rest of the body, offering decent protection to vital organs but not sacrificing mobility by bogging down the limbs. The armor is so strong and thick that multiple shots from an assault rifle give only bruises to the wearer. Eventually, however, with enough gunfire, the wearer's ribs will begin to break.

#### Combat Helmet

**Combat helmets** were the standard issue helmets worn by the militia of Sunnyille. These helmets were made up of material that was found on Sunnyville, most likely metal or ceramic. Most militia wore helmets but some did not, opting instead to wear other headgear in accordance with COG policies.

##### Filtration System

* Combat Helmet (Male)
* Female Combat Helmet
1/2All combat helmets had an internal air filtration system which protected the wearer from dust, ash, and other harmful materials in the air so the wearer wasn't impeded during battle, but these inertial air filtrations systems did have a limit.

##### Protection

The helmet was protective, proven a life of a person being saved after a bullet from a sniper rifle hit the side of the helmet and was deflected.

But they weren't invulnerable; if hit at certain angles, a shot from a Longshot Sniper Rifle could pierce the helmet and kill the wearer.

##### Disadvantages

They reduced the perception of the wearer, especially peripheral vision, making them vulnerable to threats such as snipers.

#### Variant(s)

Combat Helmet - Recruit VariantStandard Issue Helmet - Variant 1Standard Issue Soldier Helmet - Variant 2Standard Issue Soldier Helmet - Variant 4
### Pistol(s)

#### MX8 Snub Pistol

 Ammunition
 Capacity
 Rate of Fire

The Snub Pistol was the standard sidearm, and its reliability was proven many times on the battlefield. Though it lacked range and power, the Snub's quick fire rate made it reliable in certain situations.

This sidearm was used by Cecil while Theodor uses the Boltok Pistol. So HMGC (Heavy Metal Gear Corperation) had to give most of the weapons to them for being generously.

#### Boltok Pistol

 Ammunition
 Capacity
 Rate of Fire

It is a high-caliber, double-action revolver with a 6-round capacity, a side swing chamber and an enclosed hammer. It is heavier, slower to fire, and holds half as much ammunition as the Snub Pistol, but does unequivocally more damage per shot and has exceptional stopping power.

The Boltok fires significantly slower than the Snub, but it packs an incredible amount of power. A single shot from the Boltok was capable of decapitating a target, a testament to its stopping power.

### Submachine Gun(s)

#### Gorgon Pistol

 Ammunition
 Rate of Fire

    The Gorgon Submachine Gun, otherwise known as the Gorgon Pistol or simply Gorgon, was a close-range sidearm,

The Gorgon was a dual-magazine sidearm, shown to have burst fire and automatic.

The internal mechanisms of the burst fire are understood. Using a hydraulically-loaded spike to work the action, each trigger pull fired one loaded round, and the recoil from that round was used to fire more rounds on the backswing. The spike continued this back-and-forth pass until it had fired 8 rounds in succession, at which point the hydraulic spike locked and cut off the action until the next pull of the trigger. This entire process happened in a split second. The dual magazines folded downward for ease of reloading, but had to be folded back upwards and locked into place to enable the hydraulic feed system to work properly.

#### TD-SMG45 Thompson Theodor SMG

 Ammunition
 Capacity
 Rate of Fire

*"A standard-issue US Army submachine gun. Its high fire-rate makes it useful when taking on many enemies at close range."*―Journal description.

The Submachine Gun or SMG is an automatic weapon.

The Submachine Gun is a fast-firing weapon with a large magazine size and low overall recoil, making it useful when engaging multiple enemies up close or for sniping.

Fan-made: Theodor develop new sub-machine gun based on the original thompson SMG.

    Pros

* Accurate
* Manageable recoil
* Large magazine
* High rate-of-fire

Cons

* Low total ammo, and additional ammunition is hard to come by
* Cannot be dual-wielded
* Crosshair blooms wildly when hipfired

### Shotgun

#### Gnasher Shotgun

 Ammunition
 Capacity
 Rate of Fire

As a shotgun, the Gnasher fired 12-gauge buckshot rounds, with nine pellets per shell - this resulted in a spray of shot over a cone-shaped trajectory; because of this, the Gnasher was not particularly difficult to aim and was often capable of taking down man-sized targets in a single shot/

##### Sawed-off shotgun (small variant and from Gears of War)

 Ammunition
 Capacity
 Rate of Fire

*"Argh! Uh, I guess I'll have to stick with the Sawed-Off..."*

— An unidentified Stranded after his attempt at the "two-piece" with the Gnasher Shotgun

The **Sawed-Off Double Barreled Shotgun**, normally shortened to the Sawed-Off, was a small but powerful shotgun produced by the humans.

It is a compact but powerful shotgun, packing enough power to kill multiple enemies or even larger enemies at point-blank range with a single shot. The Sawed-Off had two short, horizontal barrels which must be reloaded separately; the weapon is discharged one barrel at a time, but later modifications made the Sawed-Off capable of firing both barrels simultaneously.

Although effective, the Sawed-Off's main drawbacks were the painfully slow reload time and having to reload after every two shots. Additionally, it had huge recoil and was only effective at point-blank range as it's short barrels caused the shot to spread wider than usual.

### Assault/Battle Rifles

#### Mark 1 Retro Lancer Assault Rifle (Used by Elite Guards or Leader)

 Ammunition
 Capacity
 Rate of Fire

*"The Mk I Lancer was the standard infantry assault weapon, undergoing very few modifications because of its reliability and its tolerance of a wide range of climatic conditions.*

*Its broad bayonet -- famed for its intimidating effect on UIR forces -- was replaced by an integral chainsaw in the Mk2 Lancer after operational experience against Locust. While the blade-type bayonet was effective against human enemies, it had difficulty penetrating the thick hide of Locust and was prone to snapping. The chainsaw modification, designed by Professor Adam Fenix a year after Emergence, was inspired by Private Tai Kaliso of 26 RTI successfully using a power saw to kill a Locust drone.*

*While the Mk II Lancer resembles the Mk I externally, an almost complete redesign was necessary to accommodate the cutting chain and drive mechanism."*

Known for its reliability, the rifle was an extremely powerful weapon, able to stop a truck, as Cpl. Damon Baird says, or even bring down a UIR Khimera attack helicopter, but it had a furious recoil caused by the powerful ammunition and very short barrel.

Advisable to provided 3-round shot only.

Being very powerful, there was never any question that it could kill a Locust ballistics wise, but the tough skin of the Locust often deflected the bayonet, or even caused it to snap off. With great force, a Gear can kill a Locust with a running charge to produce enough momentum to puncture the tough hide, and then lifting the victim up after the charge to get the knife to penetrate deep enough to actually kill the Locust. Unfortunately, the Locusts' preference for close-quarters combat magnified the problem, and Gears simply couldn't respond quick enough to violent CQC attacks from Locust troops.

The ineffective knife bayonet, combined with the Lancer's low rate of fire and massive recoil, led to the need to redesign the Lancer assault rifle.

#### Mark 2 Lancer Assault Rifle

 Ammunition
 Capacity
 Rate of Fire

The Lancer Assault Rifle was an Assault Rifle, produced with a chainsaw bayonet, increased accuracy, lower recoil, and larger ammunition carrying capacity compared to its predecessor.

The Lancer possessed a fully automatic mode of fire and the iconic Chainsaw Bayonet attachment for melee combat, despite the fact that the chainsaw was originally for utility purposes.

The Lancer's long service record was a result of its rugged reliability and reputation as a versatile assault rifle. Although intended for mid-range combat, the Lancer was also effective at longer ranges due to its low recoil.

One of the Lancer's most distinctive and popular features is its notorious Chainsaw Bayonet. The chainsaw consists of razor-sharp, carbide-tipped blades powered by a variable-torque motor, and is capable of killing an enemy in seconds.

#### Hammerburst I

 Ammunition
 Capacity
 Rate of Fire

the Hammerburst has a 6-round burst fire mode and a 48-round magazine.

The Hammerburst features a relatively short barrel and compact size, and excels in medium to long-range combat, as the burst fire can be fired from distances close enough to hit and far enough to not be seen, while tracking targets before they get to cover.

However, the Hammerburst is not as effective in close quarters combat. The melee attack, in comparison to the chainsaw bayonet of the Mark 2 Lancer Assault Rifle, deals significantly less damage. However, at safer, open ranges, even mid-range, the Hammerburst exceeds the Lancer in terms of accuracy. Not only does it have a larger magazine, but the accuracy is phenomenal and the burst fire can kill foes due to a lack of a recoil.

#### Hammerburst II

 Ammunition
 Capacity
 Rate of Fire

The Hammerburst II is a result of a number of modifications made on the Hammerburst Assault Rifle, including a longer barrel with a larger bore for higher caliber rounds, a completely reworked action for receiving and ejecting cartridges, and a rudimentary iron sight on top of the receiver.

Every pull of the trigger fires multiple rounds, although the rounds come out so fast that each burst acts as if it is a single round in game-play, making the weapon technically burst-fire, but functionally, semiautomatic.

####

##### TD-MG88 Enforcer Machine Gun

 Ammunition
 Capacity
 Rate of Fire

"The MG-88 Enforcer delivers a high rate of fire and dependable accuracy when fired in short bursts. Standard Marine Infantry issue."

― PDA Description

The **Machine Gun**, also known as the **MG-88 Enforcer**, is a versatile weapon introduced in Doom 3. It has a large magazine size, high rate of fire, and great accuracy.

This weapon is part of the Huntsman section.

The Machine Gun uses ammunition from Machine Gun magazines. It has a very high rate of fire, but less damage than the pistol. It should be used to mow down hordes (of lesser demons or zombies). It can also be used for long-range work against enemies who are hiding behind cover. Take note that the ammo counter is on the weapon itself and not on the game HUD - similar to the chaingun, plasma gun and BFG 9000.

It is probably based on the FN P90 personal defense weapon, with UAC design. While iron-sights are present on the MG-88, during close examination it only houses the rear sight notches up the front, with no front sight present on the gun, making them useless for anything other than close-quarters.

There are also no optical sights, or electronic sights present on the MG-88; it instead houses an Uplink Module inside the ammo counter, to be used with the Mars Security and Marine helmets. Were it to be reproduced in real life, the weapon could not be accurately aimed at longer ranges, making it nothing other than a hip-fired, close quarters, somewhat accurate "spray and pray" weapon. It should be noted that firing without using sights in reality is regarded as useless and inadvisable unless at close quarters.

##### Compact Machine Gun (Quake 4)

 Ammunition
 Capacity
 Rate of Fire

    The Compact Machine Gun is a compact, select-fire automatic assault rifle. It's also part of the hiatus weapons in GLDTRS, so HMGC decide to give the blueprints for mass-produce to Sunnyville's Law Enforcement Department.

This weapon is also part of the Huntsman Section.

It is considered as their primary service rifle. Small, accurate and all-purpose.

Despite its namesake the Machine Gun is quite a compact weapon, ranging about twenty to twenty-five inches long but is also quite angular and cumbersome in appearance. It has an extendable shoulder stock which is always retracted, an ambidextrous ejection port (for off-handed shooters or use inside vehicles etc), a muzzle brake at the end of the exposed barrel, a rounded foregrip and a small switch on the top of the grip which is likely a fire selector or safety switch.

The Machine Gun operates in semi-automatic and fully-automatic modes of fire - firing from the hip produces fully-automatic fire while aiming with the gun's scope allows for more precise semi-automatic fire. It can be equipped with forty and eighty-round magazines which have rubberized buttplates.

Outside of the immediate design, the machine gun boasts a few extra capabilities; an integrated flashlight mounted under the barrel and a 2x scope, giving it limited sniping qualities - although the scope is not needed very often as long-range gunfights in Quake 4 are not common. The scope itself has a small digital ammo counter, which is hard to see on lower graphical settings.

* The 80-round magazine makes the Machine Gun much more useful, as many higher-level enemies require more than 40 rounds to kill, especially on the higher difficulties. The Machine Gun also eats up ammo very quickly, so you should alternate between it and other weapons such as the shotgun to avoid running out of bullets.

### Marksman & Sniper Rifles

#### Longshot Sniper Rifle

 Ammunition
 Capacity
 Rate of Fire

The **Longshot Sniper Rifle** was a high-caliber, single-shot, bolt-action sniper rifle.

With the Gnasher Shotgun and Lancer Assault Rifle providing closer ranged firepower, the Longshot allowed Gears to metaphorically "reach out and touch someone". With its competent scope, long barrel, and precise but powerful ballistics, the Longshot shifted the rules of combat drastically, allowing a skilled sniper to remain uninjured or even unseen during firefights.

With a well-placed headshot, the Longshot was capable of dispatching a variety of opponents easily; even if a headshot was inconvenient or otherwise impossible at the time, it was still capable of inflicting critical damage to the target regardless of hit location. If you do manage to strike a Drone in the head, however, the round will cause the Drone's head to burst into pieces.

#### GZ18 Markza Sniper Rifle

 Ammunition
 Capacity
 Rate of Fire

The GZ18 Sniper Rifle, nicknamed "Markza", was the UIR counterpart to the COG Longshot during the Pendulum Wars. While it wasn't as powerful as the Longshot, it had a higher rate of fire, faster reload and larger magazine. However, its scope was also not as powerful as the Longshot's.

#### Breechshot

 Ammunition
 Capacity
 Rate of Fire

The **Breechshot** is a straight-pull bolt-action rifle, is used as a large-caliber infantry rifle, alongside the Hammerburst II.

The rifle is fed from an internal, 4 round capacity magazine. When empty, a clip of 4 new rounds are inserted from the top. The rifle is cycled manually by pulling the bolt straight back, ejecting the spent cartridge. A new round is then chambered when the bolt is pushed forward again.

#### Custom Tranquilizer Rifle

 Ammunition
 Capacity
 Rate of Fire

An non-lethal custom tranquilizer rifles wielded by law-enforcement, used for hunt, escape prisoners, and intruders.

The rifle's automatic bolt action was powered by a nitrogen canister mounted in the stock.

### Heavy Arsenal

#### TD-H30 Chaingun

 Ammunition
 Capacity
 Rate of Fire

"The Chain Gun's 0.30 caliber armor piercing round delivers substantial damage, but heavy recoil reduces accuracy."

The **Chain Gun** (also known as the *UAC Weapons Division Mach 2 Chain Gun*) is a good mid range weapon with a high rate of fire. The Chain Gun has an ammo counter and is considerably more powerful.

The Chain Gun is a slight wind-up time (around 1 second) for the barrel array before it begins firing.

The Chain Gun now utilizes exclusive .30 caliber, armor penetrating rounds, easily outclassing the Pistol and Machine gun in terms of firepower. Ammo for the Chain Gun can be found in the form of Ammo Belts (60 rounds) which appear as ammo cans about the size of a briefcase. Just like the plasma gun, and newcomer Machine Gun, the ammo counter is located on the weapon itself, instead of the game HUD.

In a quest to provide armies with a well balanced set of weapons, the UAC looked to the past when designing and manufacturing the newest line of Mach-2 Chain Guns.

The retro style and mechanical sturdiness of the Chain Gun is a must for all hardened combat veterans. Early adaptors have nicknamed it 'SAW'. With its armor-piercing, .30 caliber bullets, the Chain Gun is capable of literally cutting opponents in two. Packed with all the punch you need in close combat fighting, the Chain Gun delivers unparalleled reliability and functionality.

Always on the forefront of technology, the UAC is making safer worlds through superior firepower.

#### Launchers

##### TD-RPG Rocket Launcher

 Ammunition
 Capacity
 Rate of Fire

"A portable self-propelled rocket designed for demolition and debris removal, this model has been modified for use as a military weapon."

― PDA Description

This rocket launcher loads from a 5-rocket magazine. Its time interval between firing has also been increased, which limits its ability to bombard opponents. Ammunition for the Rocket Launcher is in the form of 5 or 10 shot magazines.

The rocket launcher also does not have an electronic screen to serve as the ammo counter, unlike many of the other weapons which have been modified to include the aforementioned, however the player can still calculate remaining ammo by looking at how many rockets are in the clip.

It carries highly-explosive rockets and reloads fairly quickly. The rockets travel only slightly faster then the plasma gun shots, but their effects are much more devastating; a single rocket can kill, even gib, a half dozen zombies grouped together.

As in short range combat is dangerous if not suicidal, especially near ledges, since the blowback effect of the rockets are much stronger than before. Medium range combat is most effective with the weapon, with the physics engine sending enemies flying, often in several pieces. The slow speed of the rockets makes long range combat difficult, unless it is being used against a large, slow-moving target. Like rockets from the demons, your own rockets can be intercepted with weapons fire, though this rarely happens outside of random coincidence.

In single player, the weapon is most effective against Hell Knights, though it can also be used in enclosed spaces successfully against Cacodemons, Revenants, and Commandos, although tentacle Commandos tend to dodge it, as can Chaingun Commandos if they are not firing. Perhaps the most effective use for the weapon is to kill Sabaoth; as the door opens, empty a clip of rockets into it. After reloading, simply use a fully charged Soul Cube, and you will send him back to Hell in under 20 seconds.

While it provides only minimal blowback in single player for rocket jumps, in multiplayer it makes a useful, albeit health-draining, height booster for your jumps.

##### Booshka Grenade Launcher

 Ammunition
 Capacity
 Rate of Fire

#### The Booshka was a semi-automatic, drum-loaded grenade launcher.

The Booshka was a semi-automatic grenade launcher that fired ricocheting, high-explosive projectiles with a delayed fuse, that was fed from a three-round drum. While it wasn't as powerful as the Locust Boomshot, its Imulsion-filled projectiles were still very dangerous to groups of enemies. In addition, the ricocheting capability of the projectiles allowed the user to reach enemies at awkward angles. Grenades fired directly at an enemy will explode on contact.

##### Boomshot Grenade Launcher

 Ammunition
 Capacity
 Rate of Fire

The **Boomshot Grenade Launcher** was a single-shot, pump-action grenade launcher.

The Boomshot fires a delayed-fuse, high-explosive shell that creates a large explosion upon impact, followed by the detonation of about three to five small "bomblets" that create a series of secondary explosions which are comparable to a cluster bomb. The shell is loaded into the Boomshot via a drum magazine. When fired, the shell emerges from the main barrel and the guiding fins ride along the four tubes that surround it.

The weapon's iron sights are woefully impractical, providing no elevation or depression markers whatsoever. It is likely that the weapon is devoid of practical sights because it is designed for use by Boomers, whose role is to spread havoc in the enemies' general direction. For the weapon to be used effectively though, the user should fire at medium to long ranges, though it can be used at longer distances. The Boomshot is capable of taking down multiple enemies at once. Even a near-miss can still kill or badly wound an enemy.

##### Torque Bow

 Ammunition
 Capacity
 Rate of Fire

#### The **Torque Bow** was a deadly weapon.

Functionally, the Torque Bow is a muzzle-loading coilgun in the shape of an archaic crossbow that fires a bolt that contains Imulsion in the head.

The Torque Bow fires an Imulsion-fueled, explosive-tipped, armor-piercing projectile that resembles a large arrow (or rather, a crossbow bolt). The projectile has a timed fuse which is designed to explode a half-second after penetrating a target, blasting it apart from the inside — almost invariably causing critical injury for the unfortunate target (if not instantaneous death). The weapon's name comes from its unique tandem launch system; in addition to the magnetic coils giving the projectile motive force, the Torque Bow also uses a small motor to apply rotational force to the projectile - ergo increasing kinetic energy transferred to the target. The limbs on the top and bottom of the barrel control the tension of the motor and are what actually launches the bolt through the coil mechanism.

When the trigger on the Torque Bow is pulled, an electric motor inside begins revving up and providing power, while said motor also applies rotational force. Onlookers will see a brightening glow from inside the weapon as the magnetic coils warm up. Whilst the Torque Bow can fire at any time, in order to achieve the desired "lethal" penetration level and long effective range, the user must charge the weapon as appropriate; too little power, and the Torque Bow's bolt will fail to penetrate. It may even kill the shooter if the bolt lands close enough.

In order to protect the coilgun system from explosive overloads, keep the weapon's size down, and keep heat build-up from being an issue, the Torque Bow has a fail-safe system whereby it will automatically fire a bolt at maximum power if it charges too long.

##### **Tripwire**

 Ammunition
 Capacity
 Rate of Fire

#### The **Tripwire Crossbow** is the counter-weapon of the Torque Bow. It fires an explosive charge-equipped bolt that sticks to surfaces and emits an infrared "tripwire" beam. Once the beam is crossed, the bolt will launch the explosive charge at the enemy, detonating.

This heavy crossbow is capable of launching a high caliber bolt that will firmly lodge itself into whatever it hits – even a concrete or metal surface – turning the area into a deadly trap. Impacted bolts send out an infrared tripwire, and launch a small explosive charge at the first enemy to cross the path of the beam. This weapon usually appears when you have to defend a position and place traps for the enemy.

#### Grenades

##### Grenade

 Ammo in Pack
 Rate of Fire

    "The infantry issue fragmentation grenade is activated by a twist detonator. Fire delay is 3 seconds, with an injury radius of 30 meters."

― PDA Description

It is an explosive weapon that deals splash damage. Grenades can bounce off walls but will explode on contact with a monster.

It should be used in corridors to kill zombies around corners or behind cover. Do not use the grenade at close range, as the explosion can hurt the player. Also, do not cook the grenade for too long, or it will explode in the player's hand, killing him.

Simply twist the cap on the top, and toss.

Variants:

* Flash Bang
* Sleeping Gas

##### Solo (Frag) Grenades

 Ammo in Pack
 Rate of Fire

The Bolo Grenade, otherwise known as the Fragmentation Grenade[2] and often shortened to Frag Grenade, was the standard-issue fragmentation grenade

##### Smoke Grenades

 Ammo in Pack
 Rate of Fire

The Smoke Grenade is a non-lethal grenade used by the COG. Featured in every part of the Gears of War trilogy, the Smoke Grenade discharges a thick, white-gray smoke that obscures the vision of anyone inside the cloud or outside looking into the cloud.

## Transportation

The HMGC (Heavy Metal Gear Corporation) had provided and giving several of transportation such as helicopters, tanks, motorcycle, and APCs. While giving Rat and Cargo Trucks for quite useful when those were mean for carried supplies.

Cargo Trucks were used to transport and ferry personnel, equipment, supplies and other cargo across the battlefield. They were essential to the COG Army, who needed vehicles like these to ferry all of their equipment to bases, other vehicles and Gears.

### Other Transportation

* Banshee
* Viking
* Raven
* Minotaur-class Battlecruiser: The Baron
* SUV
* Vanessa - It is Atlesian Paladin (AP-290) commandeered by Erin Yeager with her semblance in chapter 73
* Any other numerous of Atlesian Paladins that claimed it.

## Other Weapon(s) or Makeshift Weapon(s)

* 2 x 4 wood
* Baseball Bat
* Club
* Crowbar
* Chainsaw
* Hammer
* Knife
* Machete
* Pipe
* Scissors
* Shovel
* Sword
* Screwdriver
* Saw
* Shiv
* Wrench

## Known Residents

* Athrun Dengel
* Mu 'Alexei' Dengel
* Cecil Dengel
* Theodor Dengel †
* Michael ‘Teasle’ Williams – Leader of Sunnyville
* Galt – Monkey Faunus, Patrol Sniper
* Norman – Human, Mercenary Huntsman Militia and Technician
* Carmine – Human, Mercenary Huntsman Militia – Having Carmine born in RWBYverse from Gears of War.
* Erin – Human, Mercenary Huntress Militia
* Balford – Human, Mercenary Huntsman Militia, and husband of Erin.
* Lester

## Businesses

* Shell gas station
* Hotel
* Restaurant
* Esso gas station
* Gulf gas station
* Sunnyville Motors
* Dairy Queen
* Dust Shops
* Police Station
* Chevron gas station
* Scott's Drugstore
* Delicatessen
* Fields Department Store
* Motel
* Mountain State Savings Bank
* The Outpost

## Nearby Sites

* Cascade Mountains
* Burke Mountain
* Forest
* Chapman Gorge
* Smith's farm
* Junkyard
* Kawkawa Lake Road
* 'Bridge to Vale'
* Chaplin Creek

## Trivia

* Stated the name based on Sunnyvale. After all which because of the auto-correct for course.
* The idea was come from Tobi-Yaza, stated named after a weekly kid-friendly and educational TV program made for Filipino children.
* this is considered a fanmade for having the location, if there's a town or a forest for the Grimm.
* The weapons for Law Enforcements were from DOOM, and adding few for having one bolt-action or semi-auto sniper rifle were from Walking Dead: No Man's Land.