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Jet Mode-
this allows a mobile suit the ability to transform into a jet mode, giving a higher MPA rate and a higher dodge. this takes up room though, to allow the variable technology components room so they can work. the upside though, is added manueverablity when your in jet mode. +125 MPA when in jet, +5 dodge when in jet, +750 weight. $250,000
Face Plate-
This is a plate that goes over the head area of a mobile suit to provide it with better head protection from enemy assaults. This is all good and stuff, but it has a draw back by restricting vision some. +2500 armor on the head, +2000 weight, -2 strike, -1 dodge. $25,000. Now, there is also a variety of different plate abilities too that can be added to the plates for say better sight capabilites (extra camera), something to protect from blindness, and one with all the above. Cannot have any multiples of any of the options.
Normal (as above) - $25,000
Extra Camera (nullifies the negs above and gives you and extra
+2 to strike and +1 to dodge) - extra $12,500
Sunglass (protection from shield blinders) - extra $10,500
All (extra camera and sunglasses) - extra $25,000
Customized (allows you to design a face plate, making it look
more like a gundam if you care to, +1000 armor) - extra $8,500
Extra Beam Gatling Gun Barrels-
For all the gatling gun-holics out there, this is a blessing. This works like the reload kit after a spar, but also allows you to carry backup barrels into combat on a rack. A rack can hold up to 4 barrels at a time. The rack and barrels are sold seperatly, and the rack is permanent. If you get a rack, you can attach it to your back, but this will not allow a suit to have wings. Little catch to the rack. You can also bring the barrels attached to the back of the gatling gun itself, but this will only allow you to carry one. A rack weighs 2500, indidual barrles weigh 2000. Prices are this:
Rack (back of gat gun)- $25,000
Rack with 4 slots- $75,000
Barrel (per)- $250,000
Each barrel you carry drags your suit down, so each barrel you have on your suit gives the suit a -1 to dodge.
Generator-
This little gadget allows any thermal or beam melee weapon it is installed in to run endlessly. No more recharging. This cost 1/2 the weapons price. (ie Duo installs a generator in his beam scythe, the generator would cost $500,000)
Supercharger-
This allows any thermal or beam melee weapon to be charged beyond its normal
capacity. This is achieved by hooking the weapon directly into suits power supply, and has a cord running to the weapon at all times (Think the Epyon and its sabre.) The weapon will run for 2 rounds before it shutsdown, then it needs 2 rounds to recharge. This option costs $1,000,000, and must be installed when you purchase the weapon it will be enhancing. A suit is only allowed one of these to one weapon, meaning if you have 2 melee weapons, this can only work on one. If you have a generator put in, the round lasts for 5 instead of 3, and has a normal recharge rate of 2 rounds. Doubles damage of the weapon.
Ammo Increases-
This option allows a pilot to increase his ammo hold on any weapon that requires ammunition except missles. What this does is supply a larger drum or clip for a solid ammo weapon, or a larger energy reserve for a energy weapon (this doesn't effect overheat ratios, so they get no increase really). This can add half of your normal, or it can double your ammo capacity, dpending on how much you spend. You can buy only 2 of these upgrades, so keep track. For 1.5 normal ammo, your spend 1/4 your weapon price+50,000. For a 2 times your normal ammo amount, its 1/3 of your weapon price +75,000. +1/5 weight to the weapon.
Weapon Mounting-
this option allows you to mount almost any type of ranged weapon onto your
mobile suit. to get this, it costs the weapon cost, +$100,000 to get it mounted. this will reduce its ammo by half however, but is a good option so that your hands can be free for a long melee weapon in battle. This tends to off-balance the suit unless you mount a weapon of equal weight on the other side, so usually its -3 to dodge for this extra.
Hyper Jammers-
This is a backpack system that emits a high density EMP field around the unit. This makes a suit completely invisible to any scanning system except sight and sound. This is usefull when your on a stealth mission immensly. This system costs $750,000, since it is so usefull. This also adds 1500 AP to the propulsion armor. +4 to dodge in space or water, +2 on ground or in air.
Active Cloak Visual Stealth System-
This powerful system allows you to be completly invisible to the naked eye to any MS. This system is heavy, but useful in the extreme. It allows you to sneak up on an opponent completly stealth like, but his other scanners, such as heat or radar, will continue to pick your signal up, allowing him to still hit you. This adds 5000 to your total weight, and costs $3,500,000. When coupled with the hyper jammers, a suit can be unstoppable. In combat, this can last 2 actions, and de-activates upon the use of any weapon. +7 to dodge while activated.
Shield Flasher-
A set of 15 bulbs (about 3000 watt) line a grooved area on a shield covered in plastic. This can blind an opponent(s) for 1d4 actions. This will take 500 away from the shield AP, and lightens it up by about 500 weight. You can have up to 3 racks of flashers, each additional rack (the next two after the initial) add +1 actions, giving a max of 1d4+2 actions if you have 3 racks. This option costs $125,000 per rack. If the shield is hit, there is a 35% chance of the racks short-circuiting. +2 to strike, 100m range. 5 charges (uses). Blinding an opponent reduces their strike and dodge by 8.
Self-Destruct-
This is a explosive system rigged throughout the suit that propels whatever armor is left on the outside in a sphere of destruction. The charges add a little punch as well, but only if an enemy is within 30m of the exploding suit. This destroys practically everything on the entire MS, so repair costs include 4 limbs and double normal repair cost. Damage is equal to all current AP of the MS combined. Everything in a 1750 meter sphere (all around as well as up and down {WILL LEAVE A CRATER}) is dealt that damage. Takes a full action to bring the suit's reactor to critical mass. $500,000
Magnetic Joint Coating-
This option 'paints' the joints of your mobile suit with same-polar magnetic paint, and most people know, when you put a North pole and North pole magnet together, they push each other apart, and on a mobile suit, this reduces friction, bringing reaction times of the suit up. +250 weight, +5 strike and dodge, $750,000
Heat Sinks-
This allows a overheat type weapon, such as a beam gatling gun, buster rifle, or mega cannon to have a lower overheat percentage! By putting in little ruts or ditch type grooves in the weapon, they allow more air to flow over areas that heat up while in operation, cooling them off more efficiently. A maximum of 4 sinks can be installed to a single weapon, and each heat sink reduces overheat by 5%. Each sink adds 1500 to the weight of the weapon. $125,000 per sink
Ceramic Plate Inserts-
A realativly old concept made new for the modern warfare of the MS. The Ceramic plates where uses to be put under bullet proof vests for infantry in the old age of warfare. Now it is adapted to the MS. Those inserts are put in under the armor for extra protection. +300 armor to all areas. But since they make the suit bulky they make it harder to dodge, -1 per insert (Maxium allowed 5). They also add +1000 weight per insert. Armor stat Minimum 20. $250,000
After Burner-
Modifies the suits propulsion so it can go faster in jet mode. +200 mpa and +10 dodge instead of the normal +5. Can only be used in jet mode. Can only be used for up to 3 actions. When you cut the engines, the MS will be at -5 dodge and move at half the mpa for 3 actions. +1000 weight. $250,000
Thrusters-
Can be put on a MS to increase it's manuverablity. It gives +1 to dodge and +15 mpa per thruster (Can have at most 3 per limb), but in order for it to work some armor must be lost. -100 AP to each part, per thruster added. Each thruster costs $100,000 and 750 weight. Speed Minimum 20. Tech needs to be at least 30.
Chaff-
This is works by the suit fireing Chaff charges towards the oncoming missles. There is a 40% possiblty that it will work. When it works the MS takes half damage from the missles. The Chaff system has 5 charges. It weighs 2500 and costs $250,000.
Sniper Mask-
This enhancement works a bit like the Face Plate's Extra Camera option, except that this one can be turned on or off by moving the mask out of the way. Specifically, this covers just the lens area of your mobile suit's head, and allows for targeting on specific points. This ONLY increases your strike bonus! This will not help you dodge, and it will not add any armor protection to your mobile suit. When you use the Sniper Mask you cannot move and you cannot use this in melee. When activated, Sniper Mask adds +10 to your strike. The mask's lense can be upgraded to a superior kind with better targeting system, and that makes the strike bonus +15 instead of +10. The mask weighs 2500, and costs $350,000. The upgrade costs another $100,000
Flux Capacitor-
Every weapon has a limit to its power. However, with this little gizmo, you can push the envelope of any type of energy weapon. When installed, it automatically makes the weapon two-handed, no matter what it is, even if its a lowly thermal sabre. When installed, this extra will increase the multiplier (the MULTIPLIER) by 25%, or 1/4! Take the multiplier of the weapon you got, divide it by four, then add the number you just got to the original multiplier. I.E. a beam sword. Its normally 6d6*100. 100/4=25, 100+25=125. With the flux capacitor, the beam sword's new damage is 6d6*125! As with all great enhancements, it's gonna cost you. The weight added to the weapon is 2500, you need to have a tech level of at least 30, and the cost of this attachment is $2,000,000
Planet Defensor Intelligence-
With this extra, once deployed, your planet defensors will actually work as a team when you get attacked. For instance, some one is attacking you with a heat rod, and everyone knows thats a solid. So one PD flys into the path of attack to take the damage. Normally that one, if successful, would be destroyed, and the attack would be lessened by a thousand. With this upgrade, more and more PDs will fly in to support that little suicidal one. So, instead of one getting destroyed, all of yours will jump into the way until either the attack is completely stopped or your all outta PDs. IE that heat rod just did 3750 damage, and you passed the PD defense roll. All.....oh lets say 8, all 8 of your PDs will
get into the attack's path. 3 would be destroyed, and the 4th would be pretty messed up. This can be good and bad, but usually good. This extra costs $350,000, and adds 250 weight to each PD you carry.
Armor Structure Reinforcement-
By getting this option, you increase the resilience of parts of your mobile suit's armor. This is great because it increases the AP as well as giving you additional support against the dreaded Crush and Sheer maneuvers! You can only get 2 Reinforcers per part of the body. Cost and weight varies depending on where you install this. -5 to dodge for extra.
-5% to crush/sheer, +1000 AP to part
$10,000 and +250 weight per arm
$20,000 and +500 weight per leg
$20,000 and +250 weight on the head
$100,000 and +1000 weight for the torso
Rubber Bases-
This makes all connection between your armor and the frame of your suit less likly to bang against each other, causing phasing. It also helps against electrical phasing due to the supplements being rubber. These bases are added all over the suit, and they are quite large, so don't expect this to come light. Reduces phasing by 15%. +5000 weight, $500,000
Hover System-
This is an upgrade that replaces basically the entire lower leg area and replaces it with a high-end hover locomotion unit. Think the MS-09 Doms from the UC timeline. This frees up a little weight, and increases the ground MPA of a suit. -500 weight, +5 agility, +25% ground MPA. $1,250,000
MS Enhancement: Sensor-
This upgrades the sensors in your mobile suit for better combat. This clearifies images sent to the cockpit, and also allows one to more easily detect those using hyper jammers. You have a 15% chance of totally negating their hyper jammer bonuses (once per battle, if you fail, you fail). +10 to accuracy, +2000 weight, tech needs to be at least 20, $500,000
(A mobile suit may only have two of the MS Enhancements, EVER, and not of the same one!)
MS Enhancement: Reactor-
This is like a supercharger for all energy weapons, but at a lower percent. A supercharger doubles your damage, this increases damage by two dice (3d6*100 becomes 5d6*100). However, there is also another option, this one allowing you to increase the output of the suit's propulsion system by 50%, and this means the final MPA, putting the total at 150% ((ie: Duo has 350 ground mpa. He installs this enhancement, and his mpa becomes 525, 350/2, then 350+last product)). You may ONLY have one of the options, you can either have the power increase or the propulsion increase, NOT BOTH. +2500 weight,
tech needs to be at least 25, $750,000
(A mobile suit may only have two of the MS Enhancements, EVER, and not of the same one!)
MS Enhancement: Control-
This allows one to control his or her mobile suit more evenly and with more effectiveness by out-rigging the cockpit with the latest in technology. This increases a suit's agility stat by 15, and a suit's speed stat by 15, permanently. This is a very expensive option, but it gets some awesome results. +2000 weight, tech needs to be at least 40, $1,250,000
(A mobile suit may only have two of the MS Enhancements, EVER, and not of the same one!)
MS Enhancement: Armor-
This procedure does many things to and for the armor of the mobile suit. It increases the total armor ability (+1500 AP to all areas of the suits {shields, wings, and PDs included}), but, the next feature takes and gives. You can have it rigged for energy or solid deflection capabilities. Energy deflect makes it so energy attacks do 1/4 LESS damage, while solid attacks do 1/4 MORE damage. Solid deflect works the same way, 1/4 LESS from solid, and 1/4 MORE from energy. Its give and take, and it works on all armored areas of the
suit. -5 to dodge. +4000 weight, tech needs to be at least 30, $1,250,000
(A mobile suit may only have two of the MS Enhancements, EVER, and not of the same one!)
MS Enhancement: Frame-
This enhancement upgrades, reinforces, and replaces the mobile suit's frame work, which is basically the most important part of a mobile suit. It replaces the normally steel/titanium work with a more modern steel/titanium/gundanium alloy honeycombed under-structure, and this does many many good things for a mobile suit. It enhances your AP on all your body parts (head, limbs, torso, wings. shields not included) by 1000 AP, it adds 15 to your payload stat because the new frame is better at supporting weight, and reduces sheer %'s by 10%! All this is great and all, but with so much to offer, it comes at a very hefty price. +7500 weight, tech needs to be at least 40, $2,250,000
(A mobile suit may only have two of the MS Enhancements, EVER, and not of the same one!)
MS Enhancement: Agility Motors-
This enhancement takes out various area of armor ALL over the entire mobile suit, replacing them with a myriad of apogee motors. Apogee motors are what astronauts use to keep orientation in space, only these are larger for a mobile suit. Depending on the enviorment, these range from useless to a great help. On land, or in the water, these little rockets do nothing, and are useless. In the air though, the motors run on a rocket fuel mixture, and provide a boost in dodging ability. In space, they run on air, and are most effective in the vacuum. +0 dodge on land and in water, +3 in air, and +5 in space. These add 10 to your total agility, as replacing the armor with these motors lightens your load. +3500 weight, tech needs to be at least 25, $1,500,000
(A mobile suit may only have two of the MS Enhancements, EVER, and not of the same one!)
MS Enhancement: Targeting Computer-
By installing a brand new targeting computer into a mobile suit, you give it a big bonus out on the battlefield. This enhancement does just that. Simply by removing the old one and replacing it with the newer, faster system, you increase the processing speed of targets, lock-on time, and most of all, bringing the ranging ability on energy weapons up! This enhancement adds 25 points to your accuracy, +1000 weight, tech needs to be at least 30, +200 (total of 1000m) to all ranged energy weapons, $1,500,000
(A mobile suit may only have two of the MS Enhancements, EVER, and not of the same one!)