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Skye MageBlade

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Weapons - Special
Name Damage Weight TECH Ammo Special Range Cost
Melee Weapons
Dragon Fang 2d10*50 4,500 20 N/A Can grab enemy, enemy loses action (if they are after you) and can't use the thing grabbed (Arm, Leg, Weapon etc.). The weapon has a natural -4 to strike, however, the following aimed shots add to the neg. There is a -7 to strike a limb (-2 more then the natural), and a head is -10 to strike (-2 more then the natural). The person grabbed makes a dodge roll every action of 35%, if succesful then they get out. 20% crush ability, (enhanced has a 35% crush ability), and if the crush is successful, the crush acts like a critical hit of the same kind (crush a arm, it acts like a arm critical). The main body area is too wide for weapon. 75m $250,000
  Enhanced 2d20*100 35 $850,000
Dragon Fang Flamethrower 5d10*75 3,000 13 N/A fired when opponent is grabbed or if the arm is extended
(can only have if you got a claw)
close & mid (from claw not suit) $200,000
Flamethrower 4d4*75 4,000 15 N/A Mounted on Arm, can buy a hand held version, add 1d to the damage close & mid $250,000
  Improved Emitter 4d8*100 30 $500,000
Wing Blades 5d20*(speed stat*3) 4,000 25 N/A Must fly by (be in jet mode to use.)
No technique or maneuver can be used with the wing blades
close $450,000
Python Claw 6d20*100 7,500 40 N/A This is attached to the shoulder and forms down over a arm. -12 to hit head. 45% crush ability. Main body area is too wide for weapon. When not in use, they are stored on the shoulders straight out, or towards the back. When activated, they come down and lock around the arms. (-5 to dodge) close $1,550,000
Shuriken 2d6*50 each 300 each 10 40 max Rate of Fire - 1 per action
4 per action for those with the Prejut Kilat Silat fighting style
close & mid $1,000 each
  Double Load 24 80 max
Eagle Talons 6d12*75 1,000 none N/A The Eagle Talons are replacement hands for a mobile suit. They are hardened titanium with a specialized edge. When a mobile suit punches, it will be with a flat hand, providing a cutting object. Critical hits do double damage! close $250,000
Hell's Thorns  
  Feet 6d12*75 2,500 15 N/A The Hell's Thorns are enhancements for the feet and knees of a mobile suit. They place large, hardened steel spikes on them, giving greater damage. Critical hits do double damage! close $550,000
  Knees 8d12*75
Heat Rod 3d12*100 5,500 40 N/A Can strike up to 3 enemies as long as they're within 30 m of each other. +400 dmg if in jet mode.
--Charging: add 3d__ to the attack damage charge for one action, usable rest of round. Can charge 3 times per battle
--Grappling: wrap around body part at -3 to strike (on top of normal neg) can then rip off like a chainsaw for added damage (added 1d__)
close $350,000
  Heat Chain 5d12*100 7,500 75 $750,000
Hooks & Chain 1d6*75, 3d20*75 10,000 35 N/A The Hooks and Chain are a set of two hooks and two chains set inside of a launcher. The hooks launch and if sucessful, the hooks will lodge into the part that is hit and deal 1d6*75 damage. The opponet may attack as normal, however, if they attempt to move beyond 75 m, their mpa is halved and they will not get any farther away from the attacking MS. If an attempt to remove the Hooks from the suit is made, there is a 35% chance that they will be removed. If they are removed, they deal 3d20*75 damage for being riped out of the suit. The player who used the hooks and chain may only remove the hooks if he yanks them out without an attempt to keep them in by the victim. The launcher (which is double barreled) is no thicker than an arm and is mounted on either the right or the left arm (owner may chose). While the hooks and chains are deployed in an enemy suit, the player with this weapon may not attack with the arm with the launcher 75m $750,000
Ranged Weapons
Buster Rifle 8d20*200 5,000 35 4 Fired 1 time every round, but chance of overheat with each shot. 1st shot: no overheat. 2nd shot: 25%. 3rd shot: 55%. 4th shot: 100%. Target is +10 to hit due to large radius of weapon blast. (-5 to dodge) mid & long $4,000,000
  Double Buster Rifle 6d20*200 each
12d20*200 for both
10,000 65 4 each rifle Fired 1 time every round, but chance of overheat with each shot. 1st shot: no overheat. 2nd shot: 25%. 3rd shot: 55%. 4th shot: 100%. Both have a chance of overheating. Target is +10 to hit due to large radius of weapon blast. (-5 to dodge) $7,000,000
Beam Cannon* 2d50*75 5,000 25 30 Comes with a energy collecting dish pack (think vayeate). Need this on both cannons in order for the weapon to work. Volleying will cause 3d100 damage. (-5 to dodge) mid & long $1,750,000
  Mega Particle Cannon* 4d50*75 10,000 35 30 $3,000,000
Modified Beam Cannon 2d30*75 4,500 25 20 Comes with a energy collecting dish pack (think vayeate), or like the virgo's energy collector on its shoulder. (-5 to dodge) mid & long $1,250,000
Beam Machinegun 6d10*75 3,000 35 5 This weapon does damage upon how many shots are fired from its generator. The generator has 5 charges, giving it a ammo supply of 5. After that it must be repaired. Volleying will cause 2d75*25 damage. mid $2,500,000
Stinger Cannons 2d20*75 per blaster 4,500 30 5 This is a dual blaster weapon. One strike roll, two damage rolls. 2d20*75 per damage roll, and 2 rolls. This adds 750 to the propulsion AP, seeing as this weapon is mounted on the back of a MS. mid & long $2,000,000
Mega Cannon 12d20*200 7,500 25 4 This weapon is on a rack style, attached to either the arm or the shoulder. The weapon slide out of a main casing, then it fires a single, concentrated blast.
Fired 1 time every round, but chance of overheat with each shot. 1st shot: no overheat. 2nd shot: 25%. 3rd shot: 55%. 4th shot: 100%. Target is +10 to hit due to large radius of weapon blast. Volleying will cause 2d50 damage. (-5 to dodge)
mid & long $7,000,000
Plasma Cannon (3d20*100)+ (3d20*100) 6,000 35 10 This weapon is a new breed, and is a solid/energy slug mix. Since it is both solid and energy, it is resistant to both TAS and KOS types. Either one or the other will effect the armor. If they have one of the secondary types, ask them of which, then you put the formula as this: ((3d20*100)*3/4) where it is needed, either in the solid or energy area. If they have PDs, then simply take off the energy portion. This may seem complicated, but this is seriously a superior weapon. Volleying will cause 4d50 damage each cannon. mid $2,000,000
Sniper Rifle (see offline PHB) 6,500 50 10 (see offline PHB) mid & long $500,000 for gun
(rounds vary)