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Post by Leto - The Weird Prince on Mar 11, 2013 2:42:46 GMT -5
The Weapons Hanger
Below you will find a comprehensive list of all the weaponry you'll be able to purchase for your mobile suit. Weapons that are specific to Federation purchases will be marked with an [F], while Zeon only purchases will be marked with a [Z] (Now this doesn't mean that weapons are only obtainable or upgradable by the aforementioned factions. It simply means that a Zeon pilot cannot purchase a Federation weapon).
Anything that is not marked by either of the stated symbols is a neutral item, and can be purchased by either faction.
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Standard Weaponry
180mm Cannon Type: Hand-held. Damage: 500 per shot. Ammunition: 3 shots per clip. Cartridge Capacity: 1 Maximum Quantity: 1 Drawbacks: This weapon is only capable of being fired once per turn, and requires the mobile suit to remain stationary in order to do so. Cost: 1,500 Credits
[/b]: +500 damage. Ammunition Increase:: +2 additional shots. [/ul] [/ul] HFW-GR-MR82-90mm Machine Gun Type: Hand-held Damage: 400 Ammunition: 30-shot magazine. Cartridge Capacity: 3 Maximum Quantity: 2 Drawbacks: This is a mid to close range weapon. Cost: [/ul] 100mm Machine Gun Type: Hand-held. Damage: 600 Ammunition: 20-shot magazine. Cartridge Capacity: 3 Maximum Quantity: 1 Drawbacks: Due to the increased power for longer range, this weapon requires the mobile suit to use both hands to fire it. Cost: [/ul] Long-Range Beam Rifle Type: Hand-held. Damage: 6,000 Ammunition: - Cartridge Capacity: 1 Maximum Quantity: 1 Drawbacks: The battery required to power this rifle is huge, and thusly limits the mobile suit’s mobility (the suit can’t go more than five meters from the battery pack). This battery takes one full post to “charge”; after that, the rifle can rifle one shot per post. Cost: 15,000 credits. Must buy to use. [/ul] H&L-SB25K AP 280mm Bazooka Type: Over the shoulder hand-held. Damage: 3,000 Ammunition: 4-shot magazine. Cartridge Capacity: 1 Maximum Quantity: 1 Drawbacks: This weapon is incredibly heavy, and cuts a mobile suit’s speed in half when being held. Likewise, the suit must remain still when firing. Cost: [/ul] 360mm Hyper Bazooka Type: Over the shoulder hand-held. Damage: 5,000 Ammunition: 6-shot magazine. Cartridge Capacity: 1 Maximum Quantity: 1 Drawbacks: This projectiles are very slow. Likewise, the weapon is far heavier than the 280mm variant, limiting the mobile suit’s speed by two-thirds. However, because this weapon is recoil-less, it can be fired while moving. Cost: Light-Weight Alloy: Though still be quite heavy, by crafting this weapon with a lighter alloy, the suit’s speed is reduced by one-half instead of two-thirds.[/ul] Three-Slot Grenade Rack Type: Thrown or Launched. Damage: 900 per. Ammunition: 3 per rack. Cartridge Capacity: - Maximum Quantity: 2 Drawbacks: Due to their size, these explosion are only enough to affect one mobile suit. Cost: [/ul] [R]Z-046 400mm Glasieren Type: Back/shoulder mount Damage: 500 per 5 missiles. Ammunition: 5 missiles per tube. Maximum Quantity: 1 missile launcher. Drawbacks: poor close quarters combat, and missiles can not be reloaded in combat once spent. (this rule is circumvented if a reload station or docking occurs.) Cost: 20,000 for weapon. 5,000 per 5 missiles. [/b]: +500 damage. Ammunition Increase:: +5 additional tubes. [/ul][/ul] [/Blockquote] [/blockquote][/blockquote][/justify][/size][/font]
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Post by Leto - The Weird Prince on Mar 15, 2013 8:42:31 GMT -5
FEDERATION WEAPONS
[F]BOWA-BR-S-85-C2 Beam Rifle Type: Hand-held. Damage: 1,000 Ammunition: 10 shots per clip. Cartridge Capacity: 3 Maximum Quantity: 1 Drawbacks: This weapon does not have a fully automatic setting, and can only fire a total of three shots per post without the threat of overheating their weapon (which will cause a five post cooldown period). Cost: 5,000 Credits.
[/ul] [F]SC-56.6 Proto-Energy Trident Type: Hand-held Damage: 500 Ammunition: - Cartridge Capacity: 2 Maximum Quantity: 2 Drawbacks: This weapon’s battery can only sustain active use of the blade for three turns, and must cool for two turns. Cost: 1,000 credits per cartridge. [/ul] [F]Medium Shield Type: Hand-held. Damage: 300 Defense: 3,000 Ammunition: - Cartridge Capacity: - Maximum Quantity: 1 Drawbacks: Because of the size of this shield, it cannot be anchored to a forearm mount. Cost: [/ul] [F]BR-M-79C-2 Beam Spray Gun Type: Hand-held. Damage: 1,000 Ammunition: 3 shots per power-cell. Cartridge Capacity: 5 Maximum Quantity: 2 Drawbacks: This weapon has an extremely short range, and can only be fired once per post. Cost: [/ul] [F]Twin-Beam Spear Type: Hand-held Damage: 3,500 (per beam) Ammunition: - Cartridge Capacity: - Maximum Quantity: 1 Drawbacks: This weapon has a three turn usage, two turn recharge period. Cost: [/ul] [F]Double-Ended Beam Trident Type: Hand-held Damage: 3,500 Ammunition: - Cartridge Capacity: - Maximum Quantity: 1 Drawbacks: This weapon has a three turn usage, two turn recharge period. Cost: [/ul] [F]Beam Saber Type: Hand-held Damage: 3,500 Ammunition: - Cartridge Capacity: - Maximum Quantity: 2 Drawbacks: This weapon has a two turn usage, three turn recharge period. Cost: [/ul] [F]60mm Vulcan Type: Head-mounted Damage: 100 Ammunition: 150-shot clips Cartridge Capacity: 1 (per) Maximum Quantity: 2 Drawbacks: Due to their position in the mobile suit’s head, these cannot be reloaded during combat. Cost: [/ul] [F]75mm Tri-Barrel Machine Gun Type: Forearm-mounted Damage: 600 per magazine Ammunition: 30-shot magazine Cartridge Capacity: 2 Maximum Quantity: 1 Drawbacks: This weapon is a mid to close range weapon, and must fire in three-round bursts. Cost: [/ul] [/blockquote][/blockquote][/blockquote][/justify][/font][/size]
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Post by Leto - The Weird Prince on Mar 23, 2013 0:32:12 GMT -5
WEAPONS OF ZEON
[Z]Heat Knife Type: Hand-held Damage: 400 (heated), 200 (unheated) Ammunition: - Cartridge Capacity: - Maximum Quantity: 2 Drawbacks: This weapon’s battery can only sustain heating the blade for three turns, and must cool for two turns. Cost:
[/ul] [Z]Heat Hawk Type: Hand-held Damage: 1,500 (heated); 500 (unheated) Ammunition: - Cartridge Capacity: - Maximum Quantity: 2 Drawbacks: This weapon has a four turn usage, two turn recharge period. Cost: [/ul] [Z]90mm Rotary Cannon Type: Shoulder-mounted; forearm-mounted. Damage: 600 per chain. Ammunition: 100 round chain-feed. Cartridge Capacity: 1 (per) Maximum Quantity: 2 Drawbacks: Due to being chain-fed, this weapon cannot be reloaded once spent in combat. Cost: [/ul] [Z]75mm Gatling Shield Type: Forearm-mounted. Damage: 600 Defense: 1,500 Ammunition: 100 shots per drum. Cartridge Capacity: 3 Maximum Quantity: 1 Drawbacks: This weapon has a half-post warm up, before it can be fired. Cost: [/ul] [Z]Heat Sword Type D III Type: Hand-held Damage: 2,500 (heated); 1,500 (unheated) Ammunition: - Cartridge Capacity: - Maximum Quantity: 2 Drawbacks: This weapon has a two turn usage, three turn recharge period. Cost: [/ul] [Z]Heat Wire Type: Forearm-mounted (underside). Damage: - Ammunition: - Cartridge Capacity: - Maximum Quantity: 1 Drawbacks: This weapon is restricted to close range. Cost: [/ul] [/font][/blockquote][/blockquote][/blockquote][/justify][/size]
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