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Armors - Shields
Name AP Weight AM Tech Special CBUW Cost
Disk Shield 4000 3500 16 14 Blocks 50% of all shots TAS, TMAS, KOS, HKOS, Planet Defensors, Flight Wings, Shield Wings, Pod Wings, Seraphim Wings, any Enhanced armors $25,000
Arm Shield 3000 3000 13 13 Blocks 50% of all shots (odd numbers on a d100 roll) any Artillery armor, Seraphim Wings $21,000
Shenlong Shield 4000 3500 16 15 Blocks 50% of all shots (odd numbers on a d100 roll) Can be thrown for 4d4*50+1500. Can return automatically at a 20% chance, must be picked up for reusage as a weapon of as a shield. TAS, TMAS, KOS, HKOS, Planet Defensors, Flight Wings, Shield Wings, Pod Wings, Seraphim Wings, any Artillery armor, any Enhanced armors $26,500
Buster Shield 3000 3000 13 13 Blocks 50% of all shots (odd numbers on a d100 roll) Can attack 1d4*50 +1000. lasts 1d3 actions, must be picked back up for reusage as weapon or as a shield. $22,000
Crash Shield 3000 3500 15 18 Blocks 40% of all shots. (40 or lower on a d100)
Has a beam sabre built in to attack with. (Melee range). Damage is 3d6*100.
any Artillery armor, Seraphim Wings $45,000
Tower Shield 6500 7500 None 25 -5 to dodge , - 50 movement (doesn't apply to gundams)
Blocks 60% of all shots (60 or lower on a d100 roll)
any secondary armor, Seraphim Wings $46,000
Great Shield 8000 9000 35 35 -8 to dodge, -75 movement
Blocks 75% of all shots (75 or lower on a d100 roll)
any secondary armor, Seraphim Wings $62,000
Pile-Driver Shield 4500 7000 35 25 -6 to dodge, -65 movement on ground and in water
Blocks 65% of all shots (65 or lower on a d100 roll), 10% of pile-driver break
Planet Defensors, Seraphim Wings $58,000
G.A Shield 1000 5500 None 30 -125 to movement
Blocks 50% of all shots (odd numbers on a d100 roll)
any secondary armor, Seraphim Wings, Enhanced Heavy, Enhanced Artillery $1,750,000
Heat Rod Shield 5500 8500 25 40 -3 to dodge, -75 to movement
Blocks 50% of all shots (odd numbers on a d100 roll)
This shield has a retractable heat rod buit stright into it. This allows defense and offense in one. For damage, check out 'Weapons', 'Melee' under the solid weapons, near the list bottom. Heat Rod can be upgraded to a Heat Chain for an extra $250,000.
any secondary armor, Seraphim Wings, Enhanced Heavy, Enhanced Artillery $850,000
Defense Palette Shield 6000 7000 20 35 Blocks 50% of all shots (odd numbers on a d100 roll) Seraphim Wings $54,000
Rocket Shield 5000 14000 20 35 Blocks 50% of all shots (odd numbers on a d100 roll)
This is a long, rectangular shield that has 8 missle tubes, 4 on each side. Each tube contains 2 High-Explosive Lock-On Missles (normal firing rules) making the shield contain a total of 16 High-Explosive Lock-Ons (not including in ammo max listed).
Normal damage.
Tenma Wings, Seraphim Wings $175,000
Light Shield 5000 2500 25 50 Blocks 75% of energy, 25% of solid. On a energy block, the damage does
1/10 damage, and there is a 10% chance of shorting out. On a solid block, the shield recieves full damage, and there is a 50% chance of shorting out. Shorting % increases by 5% with every successful block. After short out, it takes two actions for it to recharge. If the shield is depleted of AP, it must be repaired after the battle.
Only shield able to be used with Seraphim Wings
any Artillery armor, any Enhanced armor, TAS, TMAS,
Shield Flashers
$1,250,000