| 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) |
|