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Skye MageBlade

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Weapons - Ranged
Vulcan Type Weapons
Name Damage Weight TECH Ammo Special Range Cost
Vulcan 2d4*50 1000 7 25 Max allowed is 4. +2 to strike per each fired close, mid & long $5,000
Machineguns 2d12*50 2000 12 20 Max allowed is 4. +1 to strike per each fired close & mid $8,500
Laser Vulcan  
  Small 2d6*75 2500 25 10 Max allowed is 4. +2 to strike per each fired close, mid & long $15,000
  Medium 4d6*75 $20,000
Shell Weapons
Name Damage Weight TECH Ammo Special Range Cost
Gatling Gun 3d6*(number of shots fired) 4000 15 (+5 per each fire rate increase) 12 Rate of Fire - 50 (75 at 20 tech, 100 at 25, 125 at 30, 150 at 35) mid & long $125,000($15,000 per increase)
Double Gatling Gun 5d6*(number of shots fired) 7000 20 (+5 per each fire rate increase) 8 Rate of Fire - 50 (75 at 25 tech, 100 at 30, 125 at 35, 150 at 40) -5 to dodge mid & long $250,000($25,000 per increase)
Chest Gatling Gun 2d6*(number of shots fired) 2500 20 (+5 per each fire rate increase) 12 Rate of Fire - 50 (75 at 25 tech, 100 at 30, 125 at 35, 150 at 40) mid & long $100,000 ($10,000 per increase)
Heavy Blast Cannon 2d6*50 4000 14 15 Fired 2 times a round max, +5 Strike, volleying causes 2d50 damage mid & long $40,000
  Extreme Explosive 4d6*100 24 Fired 2 times a round max, volleying causes 2d50 damage mid & long $600,000
Light Rifle 1d4*50 2000 11 20 none mid & long $20,000
  Burst Capability 5d4*75 21 10 $40,000
Heavy Rifle 3d4*75 4000 16 20 none mid & long $50,000
  Burst Capability 8d4*75 26 10 mid & long $100,000
Railgun 2d12*75 6000 30 10 -5 to dodge mid & long $300,000
  Super Railgun 4d12*100 4500 45 -5 to dodge, volleying will cause 2d50 damage $750,000
Dober Gun 2d30*75 6000 none 5 -5 to dodge, volleying will cause 2d50 damage mid & long $500,000
Bazooka 4d20*150 6000 10 5 max can only be fired once per round, -5 to dodge, volleying will cause 2d100 damage mid & long $2,000,000 ($3,000 per shell)
Concussion Cannon 4d6*75 7500 25 10 30% to phase for 1 action, -5 to dodge mid & long $650,000
Shotgun  
  close 6d10*75 3500 30 10 This weapon has the unique action of the spread shot. Meaning, it can hit all parts that its facing, however, it doesn't all the time. By rolling a 1d5 (1- torso, 2- right arm, 3- left arm, 4- right leg, 5- left leg), you see exactly how many parts you've hit. If you get a 4, you hit torso, both arms, and the right leg in the attack. If you hit more then one place, divide the damage by two, and that damage goes to each place hit. close, mid & long $650,000
  mid 3d10*75
  long 3d6*75
Magnum 2d50*75 3500 35 6 This weapon is basically the big daddy, mobile suit version of the classic .44 Magnum. Big boom. In close range, this weapon will have a 20% sheer capabilty, as well as doing an additional +500 to damage. In mid range, the weapon acts normal. In long range, the weapon does -500 less damage. Close is the only range where the sheer will work. You absolutely CANNOT volley with this weapon! Deals 2d50*75 damage each shot. close, mid & long $500,000
Energy Weapons
Name Damage Weight TECH Ammo Special Range Cost
Beam Gatling Gun 8d10*(number of shots fired) 9000 30 (+5 per each fire rate increase) Rate of Fire- 75 (100 at 35 tech, 125 at 40, 150 at 45, 175 at 50)
Every fire rate increase, overheat chance raises 5% each shot.
When it overheats, the barrel melts and it becomes permanently useless, and it must be replaced. (that includes fight to fight, it does not get repaired when you buy a Reload Kit). May buy a shield for the back of the gatling gun (+5000 wieght, 5000 AP) for $15,000. -5 to dodge mid & long $2,000,000
Double Beam Gatling Gun 16d10*175 11000 40 3 (overheats after the third) When it overheats, the barrels melt and it becomes permanently useless, and it must be replaced. (that includes fight to fight, it does not get repaired when you buy a Reload Kit), this needs two barrles, so if you only replace one barrel, it does HALF damage.. May buy a shield for the back of the gatling gun (+5000 wieght, 5000 AP) for $15,000. -5 to dodge mid & long $3,000,000
Beam Rifle 3d6*75 3000 8 20 only known energy weapon not effected by Planet Defensors mid & long $350,000
Beamgun 2d6*75 3500 none 15 none mid & long $75,000
  Power Beamgun 2d20*75 7000 $150,000
Hyper Bazooka 6d20*150 8500 35 5 -5 to dodge long $3,000,000
Missile/Grenade Weapons
Name Damage Weight TECH Ammo Special Range Cost
Lock-on Missiles 1d8*75 500 17 20 max(2 per action) +10 to strike per missile mid & long $4,000 each
  High Explosive 1d8*100 650 28 $8,000 each
Dumbfire Missiles 1d6*75 250 14 40 (8 per action) +1 strike per missile mid & long $2,000 each
  Double Load 25 80 (8 per action)
Grenade Rack 4d4*100 Rack - 500
Grenade - 250
16 rack has maximum grenade storage of 4 Can equip 1 rack on each limb. Each rack can hold up to 4 grenades. Can also equip 2 grenades on waist. Must be used at a distance no greater than 50 meters. They are simply thrown, not shot. In space they float, so they explode after 3 actions or until they hit something. close Rack: $10,000
Grenade: $2,500 each
MS Crackers 2d4*100 Launcher - 1500
Cracker - 500
16 you can have a max of 4 launchers and a max of 5 crackers on each launcher These are more like grenades that have been shot out. A highly advanced weapon, rarely seen on Mobile Suits. It can be installed in several places, such as the suit's forearm area or the bicep area. Each launcher can hold up to 5 crackers, and they are shot 1 at a time from each launcher (can shoot simultaneously if multiple launchers are equipped) mid & long Launcher: $10,000
Cracker: $2,000
Hellfire Packet 1d30*(2d4*50) 5000 35 1 This is a large plastic case containing 30 missles that all launch at once. When used, a mobile suit will either drop the Packet or throw it towards the enemy, where as the missles launch. They do not have a good guidance system, and so, only a percentage of the 30 hit (d30). These can only be used in air (500m or higher up), water, or space. Can only have 4 Packets on the mobile suit at one point in time. mid $500,000
ER Missile 4d20*50 6000 28 1 The ER missle (extreme range missle) is the only weapon available that can go beyond the 800m range. Doing medium damage, this is a single missle attached to the shoulder, and can only be used once. Only 2 may be carried at any one time (one per shoulder). These are +2 to strike for every 100m to the target.

1250m

$850,000
Scrambler Missile no damage 1000 30 8 (See offline PHB for special) mid & long $100,000 each
Panzer Fause 2d20*150 5000 24 1 +5 to strike mid & long $250,000
  Panzer Sturm 4d20*150 10000 45 +10 to strike $750,000