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Weapons - Melee
Solid
Name Damage Weight Class TECH Special Cost
Heat Shotels 2d6*75 2500 Shotel 13 Fighting Ability stat of 20 needed to trike at the same time, can be thrown (med range) -3 to strike +250 dmg. Once thrown, you have to pick them up agian $75,000
  Enhanced 3d6*125 3000 25 $300,000
Heat Shotel +3d6 +500 Add-On 25 Adds 3 extra die of damage to a shotel while it is charged. It takes 1 action to charge, and it will remain charged for the remainder of the round (can charge 3 times per battle) $100,000
Combat Knife 2d4*100 3500 Knife 8 none $100,000
  Enhanced 3d4*150 20 $350,000
Sledgehammer 5d6*75 5000 Axe 12 20% chance of phasing for 1 action (-3 to dodge) $500,000
  Warhammer 6d6*100 6500 20% chance of phasing for 2 actions (-3 to dodge) $1,000,000
Heat Tomahawk 2d8*50 2000 Axe 11 Can be thrown (med range) for double damage and -3 to strike. Can use 2 simultaneously with a Tech level of 16. Once thrown, you have to pick them up to use them agian. $50,000
Broadsword* 6d6*100 7500 Sword 30 This weapon can be used in a strength slash move, but at *3 instead of *2 because of the massive sword size. All negs apply. (-3 to dodge) $1,250,000

Energy

All of these that are thermal or beam have a power supply. This charge last for 4 rounds on end, then needs another round for recharge.
All beam weapons have a initial 5% sheer ability of a limb

Name Damage Weight Class TECH Special Cost
Thermal Sabre 3d6*75 2000 Sabre None Can use two sabre simultaneously for a tech level of at least 20 $160,000
  Beam Sabre 3d6*100 25 Can use two at a tech level of 30 $800,000
  Beam Sword 6d6*100 Sword 25 $925,000
Thermal Scythe* 4d6*75 4000 Scythe 12 (-3 to dodge) $100,000
  Beam Scythe* 6d6*100 30 20% chance of sheer (-3 to dodge) $950,000
  Double Bladed Beam Scythe 8d6*100 34 30% chance of sheer (-3 to dodge) $1,250,000
Thermal Staff* 3d8*40 3000 Staff 11 +10% disarm $240,000
  Enhanced* 4d10*80 20 +20% disarm $1,200,000
Thermal Nunchukus 3d6*50 2000 Nunchuku 12 (cannot equip more than 1, unless you take Lei Feng Do) $125,000
Thermal Battle Axe* 2d8*75 6000 Axe 14 10% phasing for 1 action (-3 to dodge) $200,000
  Beam Axe* 2d8*100 25 20% phasing for 1 action (-3 to dodge) $1,000,000
Thermal Spear* 1d6*75 5000 Spear 11 10% to deflect melee attacks at 1/4 dmg $300,000
  Beam Naginata* 2d4*100 23 20% to deflect melee attacks at 1/4 dmg $2,000,000
Thermal Sai 1d4*50 1000 Sai 13 $100,000
  Beam Sai 3d4*75 25 $200,000
Thermal Whip 3d6*75 2000 Whip 25 10% to hold onto an enemy, 100 dmg each action, enemy cannot attack, lasts at max 1 round, 66% to break free for enemy $200,000
  Beam Whip 5d8*125 2500 30 30% to hold onto an enemy, 500 dmg each action, enemy cannot attack, lasts at max 1 round, 45% to break free for enemy $500,000
Thermal Mace 1d8*75 2500 Mace 15 10% disarm $200,000
  Enhanced 2d8*75 28 20% disarm $500,000
Beam Scissors* 10d8*100 4500 Scythe 37 35% chance of sheer $1,750,000
Beam Glaive* 4d6*100 4500 Staff 25 10% disarm (-3 to dodge) $1,750,000
Thermal Trident* 2d6*75 5000 Spear 15 (-3 to dodge) $300,000
  Beam Trident* 3d6*100 20 $750,000
  Twin Beam Trident* 4d6*100 30 25% chance of double slash (-3 to dodge) $1,500,000
Thermal Javelin* 3d6*60 3000 Javelin none can be thrown (close/med when thrown) for +2d_ Damage, -5 strike (must be retrieved) $125,000
  Beam Javelin* 4d6*80 30 $650,000
Thermal Lance* 5d10*50 3500 Lance 16 (-3 to dodge) $175,000
  Beam Lance* 5d10*100 27 $950,000
Thermal Pike* 4d6*75 3500 Spear 20 15% disarm (-3 to dodge) $175,000
  Beam Pike* 5d6*100 25 $875,000
Thermal Tri-Prong 5d8*100 3000 Sai 25 Stabbing takes no negs, even for the head. Can retract at 15% chance next action for same amount in same place. I you get above 85%, however, the weapon stays in the opponent until the fight is over. $450,000
  Beam Tri-Prong 6d6*125 35