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Long Ranged Weapons:
| Beam Gattling Gun | $47,500 | Causes 4,200 DM | Uses up 40 bullets each round it is used. Has 400 bullets and can only be reloaded after battle. |
| Double Beam Gattling | $75,000 | Causes 5,400 DM | Uses up 50 bullets each round it is used. Has 650 bullets and can only be reloaded after battle. |
| Dober Gun | $27,500 | Causes 3,600 DM | Uses up 20 bullets each round it is used. Has 200 bullets and can only be reloaded after battle. |
| Buster Riffle | $40,000 | Causes 4,200 DM | Has 8 shots and can only be reloaded after battle. |
| Double Buster Riffle | $80,000 | Causes 6,700 DM | Has 6 shots and can only be reloaded after battle. (May be split into two Buster Riffles). |
| Beam Cannon | $35,000 | Causes 3,000 DM | May be used 10 times and then needs to be charged. |
| Large Beam Cannon | $100,000 | Causes 7,200 DM | Strongest weapon (right now)... Has 2 shots and then must be charged. |
| Beam Riffle | $45,000 | Causes 3,600 DM | May be used 4 times then must be recharged. Cannot be blocked by Planet Defensors. |
| Bazooka | $25,000 | Causes 3,600 DM | May be used 3 times and can only be reloaded after battle. |
| Scorpion Tail | $45,000 | Causes 3,600 DM | May be used 10 times and then must be recharged. NAP |
Ranged Weapons:
| Machine Cannon | $20,000 | Cuases 2,700 DM both | Uses up 30 bullets each round it's used. Has 180 bullers and can only be reloaded after battle. NAP |
| Beam Gun | $22,000 | Causes 2,700 DM | Has 16 shots and can only be reloaded after battle. |
| Chest Vulcan | $23,000 | Causes 3,000 DM both | Uses up 20 bullts each round it's used. Has 160 bullets and can only be reloaded after battle. NAP |
| Homing Misslie | $27,500 | Causes 1,500 DM each | Each Launcher uses at least 1 missiles, may use up to 14. 14 missiles per launcher. NAP |
| Micro-Missile Launcher | $40,000 | Causes 700 DM each | Each Launcher uses at least 1 missiles, may use up to 12. 12 missiles per launcher. NAP |
| Chain Riffle | $20,000 | Causes 2,700 DM | Uses 30 bullets per use. Has 360 bullets and may only be reloaded after battle. |
| 105 mm Riffle | $20,000 | Causes 2,700 DM | Uses 40 bullets per use. Has 400 bullets and may only be reloaded after battle. |
| Beam Machine Gun | $35.000 | Causes 3,300 DM | Uses 8 shots, then must be recharged. |
| Shoulder Cannons | $30,000 | Causes 2,700 DM both | Uses 10 shots, then must be recharged. |
| Head Vulcans | $23,000 | Causes 3,000 DM both | Uses 30 bullets per use. Holds 240 bullets and can only be reloaded after battle. NAP |
Mid-Ranged Weapons:
| Dragon Fang | $25,500 | Causes 2,700 DM each | Each can be used 10 times per battle. NAP |
| Beam Scythe | $25,000 | Causes 3,000 DM | Can be used 8 times and then it must be charged. |
| Twin Beam Scythe | $27,500 | Causes 4,200 DM | Can be used 6 times and then it must be charged. |
| Beam Glaive | $23,500 | Causes 2,700 DM | Can be used 6 times and then it must be charged. |
| Twin Beam Glaive | $27,500 | Causes 4,200 DM | Can be used 4 times and then it must be charged. |
| Heat Shorter | $26,000 | Causes 2,700 DM each | Only used in Midrange when thrown, Takes one turn to retrieve. No limit to use. |
Close Combat Weapons:
| Beam Saber | $17,500 | Causes 2,700 DM | Can be used 12 times befor it has to be charged. |
| Flamethrower | $20,500 | Causes 2,400 DM | May be used the round after a successful Dragon Fanc for a guaranteed hit. If used after Dragon Fang then it may be an MR weapon. It can be used 6 times befor it needs to be charged. NAP |
| Plasma Sword | $32,000 | Causes 3,600 DM | Can be used 5 times befor it has to be charged. |
| Heat Rod | $25,000 | Causes 3,000 DM | Can be used 10 times befor it has to be charged. |
| Army Knife | $17,500 | Causes 1,500 DM | No limit to use. NAP |
| Grappling Claw | $25,000 | Causes 2,700 DM | No limit to use. *Special Ability* NAP |
| Heat Shorter | $26,000 | Causes 2,700 each | Only used in Close Combat when not being thrown. No limit to use. +1 modifier if power is 140+ in CC. |
Shields:
| Crash Shield | $37,500 | Causes 2,700 DM | Can be used as a regular shield and a weapon. Can only be used as a weapon 2 times and then must be charged. |
| Planet Defensor | $40,000 | No Dammage | Used to block attacks (blocks all dammage) Regs Here. NAP |
| Cross-Crusher | No Cost | Causes 3,000 DM | Used as a shield and a weapon, must be armed befor a suit can use as a weapon. 2 heat shorters required for use. |
| Buster Shield | $30,500 | Causes 4,200 DM | May be used as a weapon during combat one time. NAP |
| Normal Shield | $15,000 | No Dammage | A basic shield mounted to the arm or should of a suit. NAP |
Misc. Other Items:
| Generator | $35,000 | Reduces charging time for Beam Riffle, Beam Cannon and Large Beam Cannon to 1 round. |
| Small Generator | $22,500 | Reduces charging time for Beam Riffle and Beam Cannon to 2 rounds. |
| Hyper-Jammer | $40,000 | Roll of 1,2,3 needed, takes an enemy's round and allows you to use it. 3 uses only. May be used while moving. |
| Active Cloak | $40,000 | No dice roll needed. Takes an enemy's round and allows you to use it,or blocks an attack after dodge roll. May be used while moving |
| Starburst | $25,000 | Reduces the opponent's ability ti attacj abd didge, Regs here. |
| Camera Eye | $20,000 | Auto-first round, if both suits posses it, Speed determines the first turn. |
| Boosters | $25,000 | Allows a suit to make a dash toward their opponent, detaials under Specail Cases section. |
| Shield Flash | $32,500 | Allows a suit to take an opponents round use it. May be used 2 times per battle. Roll of 1,2,3,4 needed. Must have a shield. |
| Ammo Pack | $25,000 | Adds 30% to any bullet firing weapon's fire/bullet capacity. If a weapon could fire 6 times, this would add 2 shots. Or if a weapon holds 100 bullets, this would add 30. |
| Gundanium Armor |
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Gundanium Armor plaiting for generic suits only. May only be baughten once. Adds 10 to armor. |
Gundam Upgrades:
| Wing Zero Custom | Upgrades from Wing Zero. |
$115,000 7 Victories, week retrofit |
Twin Buster Riffle, +10 Speed, +10 Weapons, +10 Fighting |
| Gundam Epyon | Upgrades from Epyon. |
$70,000 7 Victories, week retrofit |
Plasma Sword Charge (1,500 DM for Each extra charge), Machine Cannon, +10 Speed, +10 Weapons, +10 Fighting |
| Deathscythe Hell | Upgrades from Deathscythe. |
$95,000 7 Victories, week retrofit |
Twin Beam Scythe, Active Cloak +10 Speed, +10 Weapons, +10 Fighting |
| Sandrock Custom | Upgrades from Sandrock. |
$80,000 7 Victories, week retrofit |
Beam Machine Gun, Heat Shorter Charge (+100 DM 5 charges) +10 Speed, +10 Weapons, +10 Fighting |
| Heavy Arms Custom | Upgrades from Heavy Arms. |
$90,000 7 Victories, week retrofit |
Double Beam Gatling, +10 Speed, +10 Weapons, +10 Fighting |
| Altron | Upgrades from Nataku. |
$111,000 7 Victories, week retrofit |
2 Dragonfans/Flamethrowers, Twin Beam Glaive, Scorpion Tail, +10 Speed, +10 Weapons, +10 Fighting |
| Tallgeese II | Upgrades from Tallgeese. |
$40,000 7 Victories, week retrofit |
No twin arms penalty, +10 Speed, +10 Power, +20 Fighting |
| Mercurius | Upgrades from any generic suit. |
$55,000 7 Victories, week retrofit |
Camera Eye, +10 Speed, + 10 Armor, +20 Fighting |
| Vayeate | Upgrades from any generic suit. |
$60,000 7 Victories, week retrofit |
+2 CC modifier, +10 Speed, +10 Weapons, +10 Armor, +10 Fighting |