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 |
|
|