Gundam Vagrant Destiny
-- Weapons --
With out weapons, a Mobile Unit would serve little purpose on the battlefield. Much like the arms, and legs of the unit, a machine is not complete with out its armaments. These items both define the machines appearance, as well as its purpose. While each weapon is set up to function properly in combat, there is no guarantee they will hit their targets. Each weapon requires a single Hard Point to mount, unless otherwise noted. Listed below are all the weapons available in the game. Please read them carefully as weapons have limitations, as well as requirements.
- Damage Types -
There are 5 types of damage weapons in this game can cause. Each of these types of damage, and their effects will be covered below
Kinetic Damage
Kinetic Damage is caused by the physical force of impact on a target. While this damage is scoffed at by many, it is still something to fear on the battlefield even now.
Thermal Damage
Thermal Damage is caused by the heat generated by a source such as beam weapons. This damage can tear through most things with ease, and generate horrifying results.
Kinetic + Thermal Damage
A hybrid of both Kinetic, and Thermal Damage, weapons that cause this type of damage use the principles of both to deliver destruction on a nearly unheard of scale.
Electrical Damage
Electrical Damage is caused by a high voltage shock delivered to a machine from an electrical weapon. This type of damage burns out a machines circuits, and causes damage that is typically unseen.
Anti Material Damage
The most horrifying type of damage, Anti Material Damage destroys the first thing it comes into contact with, and then damages whatever comes next. Be cautious of any weapons labeled this way.
- Damage -
There are 3 levels of damage in the game. These damage levels determine how much damage a weapon is capable of producing when an attack from it connects with a target. These ranks are as follows.
Please note that damage is done once per attack, for each attack.
Damage - Weak
Weak Damage covers the minimal amount of damage a weapon can do to a target an attack. While the lowest amount a weapon can cause, Weak Damage is still enough to destroy a machine with prolonged attacks.
Damage - Normal
Normal Damage covers the regular amount of damage a weapon can do to a target an attack. This level of damage is what most attacks will be capable of causing in battle.
Damage - Critical
Critical Damage covers the highest amount of damage a weapon can do to a target an attack. This level of damage will eviscerate a machine in short order.
- Attack Limit -
A weapon’s Attack Limit is the maximum number of attacks a machine can perform with that weapon per post in combat. A weapon's Attack Limit cannot be modified, however, you may perform more attacks with the use of a different weapon.
- Ammo -
Certain weapons require the use of expendable ammunition. This ammunition is spent with each shot of the weapon, and as such weapons will run out of rounds as the number of shots increase. Once a weapon is out of Ammo, it may no longer be used for the remainder of a fight.
- Native Weapon -
Due to the size, and weight of a Mobile Unit, the machines have the ability to lash out on their own, and cause damage with no weapons needed to do so. While this form of attack is not the most ideal, or effective, it is still not something that should be over looked.
Machine Strike - Kinetic - Basic Equipment
Damage - Weak: 800 - Medium: 1000 - Critical: 1200
Attack Limit: 6 Attacks - Ammo: N/A
Using the machines own body as a weapon, the Machine Strike allows a machine to assault a target with its own features to cause damage. This can be done through many different ways, including but not limited to punching, kicking, or ramming a target. This feature comes automatically on all machines. Cannot be the target of Weapon Destroy.
- Special Equipment -
This set of special items is comprised of parts that can be equipped to metal melee weapons, or solid shields. These parts do not require an additional hard point to mount, as they are directly integrated into the weapon they are installed on. Please read each carefully before choosing which to use on a weapon. These items cannot be combined, and you may only mount 1 of these per metal melee weapon or solid shield.
Ceramic Composite Weapon Construction - 20 Points
This piece of special equipment changes a metal melee weapon, or shields construction to Ceramic Composite. This makes the weapon, or shield it is mounted on completely immune to beam weapons, and thermal damage. This can in effect make a weapon, or shield able to pass straight through beam weapons, or shields. This doesn’t enhance a weapon or shield in any way against weapons that do kinetic, or any other types of damage. This item cannot be combined with Phase Shift Weapon Construction. You may only mount 1 of these per metal melee weapon or solid shield.
Phase Shift Weapon Construction - 20 Points
This piece of special equipment changes a metal melee weapon, or shields construction to Phase Shift. This makes the weapon, or shield completely immune to metal weapons, and kinetic damage. This doesn’t enhance a weapon or shield in any way against weapons that do thermal, or any other types of damage. This item cannot be combined with Ceramic Composite Weapon Construction. You may only mount 1 of these per metal melee weapon or solid shield.
- Power Modification Equipment -
This set of items is comprised of special modifications that can be done to weapons to increase the damage of weapons mounted on a machine. Each of these items creates different effects, so read them carefully before you decided to use them. All of the adjustments will be done by Bryant after purchase.
Basic Power Enhancement System - 20 Points
This modification allows you to increase a weapon’s damage by a set percentage. Once installed, this item increases the weapons damage by 30 percent in all ranges. This system can also be used to increase the number of Hits on a shield or remote weapon by 30 percent. This modification may only be used once per weapon, or item, and the adjustments will be done by Bryant after purchase.
Power Augmentation System - 20 Points
This modification takes a single weapon, and multiples its damage by two in all ranges. This system can also be used to double the number of Hits on a shield or remote weapon. Please note that this system cannot be used on weapons, or items that are twin mounted, or nor can they be twin mounted after its use. This modification may only be used once per weapon, or item, and the adjustments will be done by Bryant after purchase.
Secondary Power Enhancement System - 20 Points
This modification allows you to increase a weapon’s damage even further beyond the Basic Power Enhancement System. This increases the weapon's damage by another 30 percent across all ranges. This system can also be used to increase the number of Hits on a shield or remote weapon by 30 percent. You must have a Basic Power Enhancement System mounted on the target weapon, or item before you can use this item to further increase the weapons power, or Hits. This modification may only be used once per weapon, or item, and the adjustments will be done by Bryant after purchase.
Weapon Tuning - 5 Points
This modification allows you to increase a weapon's damage by 100 damage, to each damage level, per 5 points spent to do so. Weapon Tuning my also be used to increase the number of Hits on a shield or a remote weapon by 100 per 5 points to do so. You may spend as many points as you wish in this way. All adjustments will be done by Bryant after purchase.
- Mounting Equipment -
This set of items is comprised of special modifications that can be done to weapons, or to hard points to further customize the machine's load out. Each of these items creates different effects, so read them carefully before you decided to use them.
Dual Weapon Mounting Bracket - 20 Points
The Dual Weapon Mounting Bracket is a special item that mounts on a machine's hard point, and increases that hard point’s carrying capacity. This allows a single hard point to mount 2 separate weapons instead of just 1. This item can be mounted on itself once to increase the carrying capacity to 3, but this is the maximum carrying capacity for a hard point. This item does not increase the machines hard points, or increase the amount of damage the weapons do. If a weapon mounted on the bracket is destroyed, the other weapons connected to it are not affected, however, if the bracket is destroyed, the weapons mounted on it are lost.
Twin Weapon Mounting System - 20 Points
The Twin Weapon Mounting System is a special item that transforms a single weapon into a twin mounted weapon. This twin mounted weapon can take on many forms, from a double barreled weapon, to two of the same weapons that are separated, but always fire together on the same target. The affect of this modification is that once it is applied to a weapon, the damage of that weapon is doubled across all damage ranges, and that weapon is labeled as a Twin weapon. You do not need to purchase a second weapon to use this system. This system does not change a weapon’s Attack Limit, nor does it increase a weapons Ammo, as once doubled, the weapons Ammo is increased to compensate for the double firing of the Twin weapon. Please note that this system cannot be used on weapons, or items that have been power augmented, nor can power augmentation be applied to twin weapons. All the damage adjustments will be done by Bryant after purchase.
- Remote Weapons Frames -
This set of items is comprised of special frames that are used to create Remote Weapons. These items mount on hard points like regular weapons, however, they come unequipped with weapons of their own. Weapons for remotes must be purchased separately, and mounted on the frames to be used. Each of these items creates different effects, so read them carefully before you decided to use them. Please note that Mounting Equipment can be used on Remote Weapons Frames mounting points.
Dragoon Frame - 2 Mounting Points - 10 Points
Hits: 1750 Before Destruction
Smaller, and more agile of the two kinds of remote frames, the Dragoon Frames have two mounting points to mount weapons on. Able to operate with out being connected to the host machine for decent amount of time, these remotes offer a measured degree of manageability in battle. However these weapons require a high degree of focus, and instinct to use correctly. After the Dragoon has received 1750 damage it is destroyed, and all weapons attached to it are lost for the remainder of the battle.
Gun Barrel Frame - 3 Mounting Points - 20 Points
Hits: 3500 Before Destruction
The larger, and more robust of the two kinds of remote frames, the Gun Barrel Frames have three mounting points to mount weapons on. Easier to manipulate then Dragoons, as well as having a longer battery span, Gun Barrels offer the host machine more options in use then their smaller brethren. While simpler to use then Dragoons, Gun Barrels still require focus to be used correctly. After the Gun Barrel has received 3500 damage it is destroyed, and all weapons attached to it are lost for the remainder of the battle.
- Add On Parts -
This set of items are special add on parts for guns weapons. These items may be mounted on any Gun Type Weapon with no additional hard point cost. Please read each carefully before choosing which to use on a gun. You may only mount 1 of these per gun. If the rifle is destroyed, so are any attachments.
- Melee Add On -
These items are additions to a gun that allow the gun to be used for melee attacks.
Barrel Mounted Beam Bayonet - Thermal - 21 Points
Damage - Weak: 2590 - Normal: 3700 - Critical: 4810
Attack Limit: 4 Attacks - Ammo: N/A
The Barrel Mounted Beam Bayonet is a special item that mounts beneath the end of the barrel of a gun type weapon. When activated the small projector generates a dense beam spike which can be used for thrusting, or slashing attacks. This item may be mounted on any Gun Type Weapon with no additional hard point cost. If the rifle this add on is mounted on is destroyed, so is this attachment.
Barrel Mounted Metal Bayonet - Kinetic - 21 Points
Damage - Weak: 2940 - Normal: 4200 - Critical: 5460
Attack Limit: 4 Attacks - Ammo: N/A
The Barrel Mounted Metal Bayonet is a special item that mounts beneath the end of the barrel of a gun type weapon. The blade of this bayonet may retract when not in use. In use this bayonet can be used for thrusting, or slashing attacks. This item may be mounted on any Gun Type Weapon with no additional hard point cost. If the rifle this add on is mounted on is destroyed, so is this attachment.
- Gun Add On -
These items are additions to a gun that give an alternative fire solution without having to change weapons. If the rifle is destroyed, so are any attachments.
Barrel Mounted Acid Grenade Launcher - Anti Material - 30 Points
Damage - Weak: 1995 - Normal: 2850 - Critical: 3705
Attack Limit: 3 Attacks - Ammo: 6 Grenades
The Barrel Mounted Acid Grenade Launcher is a special launcher that mounts beneath the end of the barrel of a gun type weapon. This launcher can be loaded with acid filled grenades that can be fired at a target to cause damage. This item may be mounted on any Gun Type Weapon with no additional hard point cost. If the rifle this add on is mounted on is destroyed, so is this attachment.
Barrel Mounted Fragmentation Grenade Launcher - Kinetic - 20 Points
Damage - Weak: 3675 - Normal: 5250 - Critical: 6825
Attack Limit: 3 Attacks - Ammo: 6 Grenades
The Barrel Mounted Fragmentation Grenade Launcher is a special launcher that mounts beneath the end of the barrel of a gun type weapon. This launcher can be loaded with fragmentation grenades that can be fired at a target to cause damage. This item may be mounted on any Gun Type Weapon with no additional hard point cost. If the rifle this add on is mounted on is destroyed, so is this attachment.
Barrel Mounted Pulse Grenade Launcher - Electrical - 22 Points
Damage - Weak: 3255 - Normal: 4650 - Critical: 6045
Attack Limit: 3 Attacks - Ammo: 6 Grenades
The Barrel Mounted Pulse Grenade Launcher is a special launcher that mounts beneath the end of the barrel of a gun type weapon. This launcher can be loaded with pulse grenades that can be fired at a target to cause damage. This item may be mounted on any Gun Type Weapon with no additional hard point cost. If the rifle this add on is mounted on is destroyed, so is this attachment.
- Defensive Class -
This type of hardpoint equipped items, are items that are used to absorb, or negate a hit directed at a machine by an opponent. These items work by either catching the attack, or taking the brunt of it. Each of these items has a limited operational life, whether based on per turn, or lifespan. You may only mount 4 shields on a machine at a time.
Beam Shield - 14 Points
Hits: 7500 Before Shutdown
The Beam Shield is a shield that uses beam particles to create a shield form to defend with. While able to block all incoming attacks like a regular shield, due to their nature, beam shields can not remain active for long. This means that the shield can only be used to block with for short periods of time before they are overwhelmed. Before the shield has blocked 7500 damage, it must shut down or the user risks the shield falling. If the user blocks over 7500 damage, the shield will fail, and not only will the user receive the remainder of the damage, but the shield will be destroyed. Limit 4.
Heavy Shield - 25 Points
Hits: 45000 Before Destruction
The Heavy Shield is crafted from several layers of compressed armor plates sandwiched together, which are then folded to increase the number of layers in the shield to create a much more durable shield. As such the Heavy Shield is able to withstand much more punishment then it's smaller brethren. Like a normal Shield however, it too will eventually give out. After the shield has received 45000 damage it is destroyed. Limit 2
Large Beam Shield - 22 Points
Hits: 15000 Before Shutdown
The Large Beam Shield is a further refined variant of the Beam Shield. Both larger, and stronger, this shield is able to deal with more damaging weapons. However it still has the same short fall of having to shut down before it is overwhelmed. Before the shield has blocked 15000 damage, it must shut down or the user risks the shield falling. If the user blocks over 15000 damage, the shield will fail, and not only will the user receive the remainder of the damage, but the shield will be destroyed. Limit 2
Shield - 15 Points
Hits: 25000 Before Destruction
Crafted from multiple layers of regular armor plates, the Shield is one of the most useful tools on the battlefield. While not the most durable of shields, this item can be a real life saver on the battlefield. This item can be used by any machine to protect against incoming attacks for a limited time. Like normal armor however, the shield will give out after so many hits. After the shield has received 25000 damage it is destroyed. Limit 4
- Melee Type Weapons -
This set of weapons is comprised of those that fall under the classification of Melee Weapons. These weapons are used for close quarters combat, and are highly effective in this role. Please read each of these weapons carefully due to each of them having different characteristics from weapon shape to damage types, as well as how powerful they are.
Anti Ship Polearm - Kinetic + Thermal - 29 Points
Damage - Weak: 6475 - Normal: 9250 - Critical: 12025
Attack Limit: 2 Attacks - Ammo: N/A
Taking on many forms, the Anti Ship Polearm is a fearsome sight on the modern battlefield. Constructed of a metal shaft, and a metal cutting head, this weapon also has the addition of a beam generator that projects a beam blade in front of its metal blade. This increases the weapons damage, as well as mixes the kinds of damage the weapon inflicts.
Anti Ship Sword - Kinetic + Thermal - 29 Points
Damage - Weak: 6370 - Normal: 9100 - Critical: 11830
Attack Limit: 2 Attacks - Ammo: N/A
The Anti Ship Sword in deactivated mode shares a similar appearance, and construction as that of a Metal Great Sword at first appearance. However the inclusion of a powerful beam generator along the swords metal blade makes a substantial difference. When activated, the beam generator produces a powerful beam edge along the metal blade. This increases the weapons damage, as well as mixes the kinds of damage the weapon inflicts.
Beam Blade - Thermal - 21 Points
Damage - Weak: 2590 - Normal: 3700 - Critical: 4810
Attack Limit: 4 Attacks - Ammo: N/A
While the Beam Blade has no real special features to speak of, this weapon is something that should not be taken lightly. This weapon is the equal of any beam saber in power, with many more times the applications then the saber. These blades can take the form of claws, kick blades, and many other weapons on a whole host of machines.
Beam Dagger - Thermal - 19 Points
Damage - Weak: 1470 - Normal: 2100 - Critical: 2730
Attack Limit: 6 Attacks - Ammo: N/A
Usually looked upon as a weapon of last resort, or a cost cutting measure, Beam Daggers are typically under valued by many. However these weapons are much more effective then their detractors give them credit for. Utilizing a blade of beam particles, this weapon has the ability to carve into most surfaces, and cause decent damage to a target, whether they are hand wielded, or thrown.
Beam Great Sword - Thermal - 23 Points
Damage - Weak: 5705 - Normal: 8150 - Critical: 10595
Attack Limit: 2 Attacks - Ammo: N/A
Utilizing a heavy beam generator, the Beam Great Sword is a fearsome weapon to face on the battlefield. When activated, the handle section of this weapon erupts out a massive beam blade that is more the capable of slashing its way through ship hauls with relative ease. Great care should be used when facing an opponent using this weapon.
Beam Knuckle - Thermal - 18 Points
Damage - Weak: 1365 - Normal: 1950 - Critical: 2535
Attack Limit: 6 Attacks - Ammo: N/A
Well not a particularly glorious weapon to used on the battlefield, Beam Knuckles were developed as a way to counter act the effects of striking a machine equipped with Phase Shift Armor. Though this weapons damage capability is not completely with out merit, they do leave much left to be desired due to the extremely close range one must get into with their opponent to use them correctly.
Beam Polearm - Thermal - 23 Points
Damage - Weak: 5810 - Normal: 8300 - Critical: 10790
Attack Limit: 2 Attacks - Ammo: N/A
Taking on many forms, the Beam Polearm is constructed of a long metal shaft, with an equally large heavy beam generator mounted on the end of the weapon. While deactivated, the weapon appears only as a long staff, but once the beam generator is activated, such illusions crumble. Producing a blade as large as the one generated by a Beam Great Sword, this polearm is able to rend machines to pieces in a matter of seconds.
Beam Rod - Thermal - 23 Points
Damage - Weak: 2800 - Normal: 4000 - Critical: 5200
Attack Limit: 4 Attacks - Ammo: N/A
Constructed with a length of metal for a handle, and a beam generator, the Beam Rod is a weapon that can take on many forms. This weapon is useful in many situations, and gives the user a little bit more reach to work with then with sabers or blades. With a decent damage potential to boot, these weapons are welcome additions to many machines.
Beam Saber - Thermal - 22 Points
Damage - Weak: 2730 - Normal: 3900 - Critical: 5070
Attack Limit: 4 Attacks - Ammo: N/A
Formed by a metal handle, with a beam generator attached to the end, the tried, and true Beam Saber is a favorite melee weapon to many on the battlefield. Capable of causing a fair amount of damage to the opponent on the receiving end of its attacks, the Beam Saber is also handy to defend with as well.
Metal Combat Knife - Kinetic - 20 Points
Damage - Weak: 1750 - Normal: 2500 - Critical: 3250
Attack Limit: 6 Attacks - Ammo: N/A
A throw back to the earliest days of war on the planet, the Metal Combat Knife soon found their way on to the battlefield once again. This time in the hands of massive machines of war, these weapons retain the features of their much smaller sized brethren. Coming in many shapes, and sizes, these weapons are useful for all kinds of applications.
Metal Great Sword - Kinetic - 22 Points
Damage - Weak: 5950 - Normal: 8500 - Critical: 11050
Attack Limit: 2 Attacks - Ammo: N/A
Based on the premise that bigger is better, the Metal Great Sword is an awesome weapon. These swords often are as tall as the machines that wield them. Using their sheer weight, and speed of movement, the edges on these weapons can split through most machines armor as if they were passing through empty air.
Metal Polearm - Kinetic - 22 Points
Damage - Weak: 6055 - Normal: 8650 - Critical: 11245
Attack Limit: 2 Attacks - Ammo: N/A
Utilizing the added momentum that a long staff can grant a metal edge, the Metal Polearm uses an equally large blade to fell its targets. Taking on many shapes, these weapons are something that should be looked out for on the battlefield. As these massive weapons can carve up battleships as easily as a hot knife passes through butter.
Metal Rod - Kinetic - 23 Points
Damage - Weak: 3150 - Normal: 4500 - Critical: 5850
Attack Limit: 4 Attacks - Ammo: N/A
The Metal Rod is a weapon that takes on the form of a metal staff that usually has some from of cutting head on the end. Though these weapons might seem inferior to Metal Polearms, their ease of use is much higher due to not being a heavy as their larger brethren. When used correctly, these weapons can have devastating results.
Metal Spike - Kinetic - 21 Points
Damage - Weak: 2940 - Normal: 4200 - Critical: 5460
Attack Limit: 4 Attacks - Ammo: N/A
Created from a solid piece of heavy metal that is hardened, and sharpened to a well honed point, the Metal Spike is still a versatile weapon even now. These spikes can be mounted on many places to create an extra point to cause damage on the machine. While at first not appearing as much, when used correctly, these spikes can make a big difference in combat.
Metal Sword - Kinetic - 22 Points
Damage - Weak: 3080 - Normal: 4400 - Critical: 5720
Attack Limit: 4 Attacks - Ammo: N/A
Crafted form modern alloys, in the style of the swords of old, Metal Swords found their use revitalized on the modern battlefield. Still highly effective at causing sheer amounts of damage to machines, this weapon still has short comings against machines equipped with the Phase Shift Armor System. Though this weapon is not perfect, in the hands of a master it is something to be feared by all.
Shock Dagger - Electrical - 20 Points
Damage - Weak: 1330 - Normal: 1900 - Critical: 2470
Attack Limit: 6 Attacks - Ammo: N/A
These short bladed weapons are like few others. Shock Daggers do not rely on either kinetic, or thermal power to cause damage to a machine. These weapons instead use blades made of magnetic particles, that are charged with electricity to shock a target machine's circuits. When a machine is struck by a weapon like this, the machine circuits start to short out, and wiring begins to melt, causing damage that can not be ignored.
Shock Saber - Electrical - 23 Points
Damage - Weak: 2590 - Normal: 3700 - Critical: 4810
Attack Limit: 4 Attacks - Ammo: N/A
Using the same principal in construction as Shock Daggers, a Shock Saber is a melee weapon that appears much like a Beam Saber. However unlike a Beam Saber, the Shock Saber uses magnetic particles suspended in a dense electrical field as opposed to beam particles to make its blade. When the electrical blade of this weapon comes into contact with a target, the blade discharges a powerful electrical shock to a machine, shorting out the units inner circuits.
Shock Tentacle - Electrical - 24 Points
Damage - Weak: 5495 - Normal: 7850 - Critical: 10205
Attack Limit: 2 Attacks - Ammo: N/A
Constructed from a length of flexible cable, the Shock Tentacle can be a horrifying weapon when used correctly on the battlefield. This weapon can wrap around an opponent, and discharges enough electricity to burn out most shielding in a matter of moments. Even a glancing blow from this weapon is enough to burn out a machine’s systems permanently.
Thermal Great Sword - Kinetic + Thermal - 28 Points
Damage - Weak: 6230 - Normal: 8900 - Critical: 11570
Attack Limit: 2 Attacks - Ammo: N/A
Utilizing a specialized alloy that is highly conductive to heat, the Thermal Great Sword is a weapon to be feared on the battlefield at the same level of an Anti Ship Sword. When super heated, the blade of this weapon can carve through ships, and machines equally as easily. This increases the weapons damage, as well as mixes the kinds of damage the weapon inflicts.
Thermal Knife - Kinetic + Thermal - 27 Points
Damage - Weak: 1890 - Normal: 2700 - Critical: 3510
Attack Limit: 6 Attacks - Ammo: N/A
While seeming to only appear as a Metal Combat Knife while in its non active state, many have come to regret their misjudgment of this weapon on appearance alone. When active, the blade of this knife heats to levels equal to beam weaponry, while retaining a solid form. This makes this weapon a threat to all machines, no matter its armor.
Thermal Rod - Kinetic + Thermal - 29 Points
Damage - Weak: 3255 - Normal: 4650 - Critical: 6045
Attack Limit: 4 Attacks - Ammo: N/A
Typically a long staff like weapon, the Thermal Rod is a weapon that utilizes the super heating of the materials it is constructed out of to create more damage then either a Beam Rod, or a Metal Rod. This allows the weapon to be useful against a majority of targets on the battlefield in most situations. As such this weapon should be respected.
Thermal Tentacle - Kinetic + Thermal - 29 Points
Damage - Weak: 6335 - Normal: 9050 - Critical: 11765
Attack Limit: 2 Attacks - Ammo: N/A
The Thermal Tentacle is one of the largest heated weapons made to date. This weapon utilizes the same super conductive material as all of the other thermal weapons. These materials are made into links to form a long, and flexible tentacle that can be lashed out at an opponent, which can then wrap around a machine to in snare them.
- Gun Type Weapons -
This set of weapons is comprised of those that fall under the classification of Gun Weapons. These weapons are used for long range combat, and are highly effective in this role. Please read each of these weapons carefully due to each of them having different characteristics from weapon shape to damage types, as well as how powerful they are.
Ballistic Assault Rifle - Kinetic - 27 Points
Damage - Weak: 1925 - Normal: 2750 - Critical: 3575
Attack Limit: 8 Attacks - Ammo: 36 Rounds
Like an enlarged battlefield rifle carried by people into war, the Ballistic Assault Rifle works precisely like its much smaller, human wielded cousin. Firing multiple rounds quickly via a reloading system that uses gas siphoned from each shot to force the receiver open, eject the spent cartridge, and load a fresh round into the weapon in milliseconds. Due to these weapons rate of fire, and powerful rounds, it can cause a lot of damage to a target in a very short period of time.
Ballistic Bazooka - Kinetic - 24 Points
Damage - Weak: 2240 - Normal: 3200 - Critical: 4160
Attack Limit: 6 Attacks - Ammo: 38 Rounds
Much like the human sized weapon, the Ballistic Bazooka uses a hand held launcher that loads unguided rocket propelled grenades. Once fired the rocket engine of the explosive rounds ignites, and carries the round toward the target. Though the size is increased to be used by Mobile Units, these weapons still use this principal. Typically fed by magazines, these weapons are useful in all environments, and are still highly capable even now.
Ballistic Cannon - Kinetic - 21 Points
Damage - Weak: 3850 - Normal: 5500 - Critical: 7150
Attack Limit: 3 Attacks - Ammo: 22 Rounds
Like the artillery of old, the Ballistic Cannon fires large solid rounds through the use of an expanding gas propellant that can cause extensive kinetic damage to a target upon impact. When fired, the recoil of this weapon slams open the breach, and loads a fresh cartridge, readying it for its next shot. Capable of leveling buildings in a single shot, this cannon is something to be feared at all times for its power, and longevity on the battlefield.
Ballistic Gatling Gun - Kinetic - 20 Points
Damage - Weak: 420 - Normal: 600 - Critical: 780
Attack Limit: 5 Attacks totaling up to 25 Shots - Ammo: 200 Rounds
Utilizing a multiple barrel system, that is spun, and fired to create a near constant rate of fire, the Ballistic Gatling Gun is a fearsome weapon in battle. Even if its rounds do not impact a target, the sound the weapon makes allows anyone to instinctively know that danger is near. The downside of this constant fire is this weapon will expend its ammunition quite quickly if it is over fired.
Ballistic Handgun - Kinetic - 24 Points
Damage - Weak: 1365 - Normal: 1950 - Critical: 2535
Attack Limit: 10 Attacks - Ammo: 62 Rounds
Similar to the human sized semiautomatic pistols carried by most pilots as a side arm, the Ballistic Handgun is a weapon that can be utilized in many situations, not just as a weapon of last resort. Every time the gun is fired, the recoil ejects the spent cartridge, then loads a fresh round. While these rounds are not very powerful, this weapon does grant a unit more range then a melee weapon.
Ballistic Machine Gun - Kinetic - 20 Points
Damage - Weak: 910 - Normal: 1300 - Critical: 1690
Attack Limit: 12 Attacks - Ammo: 94 Rounds
Firing a constant stream of bullets, the Ballistic Machine Gun can assault a target like few other weapons can. While this weapons rounds do not cause to much damage individually, the cumulative effects of the number shots fired quickly add up. Caution should be used while using this weapon due to its high rate of ammunition consumption.
Ballistic Semiautomatic Rifle - Kinetic - 22 Points
Damage - Weak: 2030 - Normal: 2900 - Critical: 3770
Attack Limit: 6 Attacks - Ammo: 42 Rounds
Similar to the Ballistic Handgun, the Ballistic Semiautomatic Rifle uses the recoil from each shot to reload the weapon with a fresh cartridge after each shot. The damage of this weapon comes from its powerful, armor piercing rounds. While not offering an overly impressive rate of fire, this weapon is good for people who like to conserve their ammunition, and place well targeted shots on their opponents.
Ballistic Sniper Rifle - Kinetic - 21 Points
Damage - Weak: 11725 - Normal: 16750 - Critical: 21775
Attack Limit: 1 Attack - Ammo: 8 Rounds
The Ballistic Sniper Rifle is an extremely accurate rifle developed for the purpose of firing highly effective, severely damaging rounds at a target from long distances. At the cost of firing rate, this precise weapon offers a level of accuracy, range, and damage few weapons can match. Using armor piercing kinetic rounds, this weapon can destroy many machines with relative ease.
Ballistic Submachine Gun - Kinetic - 21 Points
Damage - Weak: 980 - Normal: 1400 - Critical: 1820
Attack Limit: 12 Attacks - Ammo: 86 Rounds
The Ballistic Submachine Gun offers a machine the ability to select its firing rate, and has a much smaller profile then most weapons with its firing rate. These firing rates can vary between single shot, three round burst, and even fully automatic fire. Typically feed by clips stored on the machines hips for quick reloading, this weapon offers both versatility, and effectiveness.
Beam Assault Rifle - Thermal - 23 Points
Damage - Weak: 1400 - Normal: 2000 - Critical: 2600
Attack Limit: 8 Attacks - Ammo: N/A
Based on the concept of the Ballistic Assault Rifle, the Beam Assault Rifle uses the beam generator of equal wattage as a regular Beam Rifle, with a strengthened barrel, and a repeating power cylinder. This allows the weapon to fire off several full power beam shots at a much faster rate then that of a standard Beam Rifle. While this is helpful in many situations, the price of the weapon is often the deterrent of its wide scale usage.
Beam Cannon - Thermal - 22 Points
Damage - Weak: 3500 - Normal: 5000 - Critical: 6500
Attack Limit: 3 Attacks - Ammo: N/A
Utilizing an enlarged beam generator, an increased wattage coupler, and a enhance power cylinder, the Beam Cannon puts its smaller brothers to shame. More then capable of blowing holes in heavily armored targets in a short period of time, these cannons are a welcome addition to any machines load out. The draw back of this weapon is they take a bit longer to fire then their smaller brethren due to their power charging cycle.
Beam Gatling Gun - Thermal - 22 Points
Damage - Weak: 350 - Normal: 500 - Critical: 650
Attack Limit: 6 Attacks totaling up to 30 Shots - Ammo: N/A
Similar to the Beam Assault Rifle, the Beam Gatling Gun was also inspired by its ballistic counter part. Utilizing a series of barrels, that are spun, this gun uses a small beam generator in the base of each barrel. As a split second connection is made to the power conduit as the barrels pass by, enough energy is dispatched to activate the generator once, causing the barrel to fire. As this process is repeated over, and over the weapon gains a near constant rate of fire.
Beam Handgun - Thermal - 22 Points
Damage - Weak: 1050 - Normal: 1500 - Critical: 1950
Attack Limit: 10 Attacks - Ammo: N/A
Utilizing a small beam generator, coupled with equally smaller components, the Beam Handgun is a compact answer to many situations. This gives the machine an advantage in close in combat as well due to not needing to close with an opponent to be effective like a melee weapon would. While not as powerful as its bigger brothers, this weapon is still one to be respected.
Beam Rifle - Thermal - 21 Points
Damage - Weak: 1680 - Normal: 2400 - Critical: 3120
Attack Limit: 6 Attacks - Ammo: N/A
Based on the Ballistic Semiautomatic Rifle, the Beam Rifle is a multiple shot beam weapon meant to cover decent ranges with decent level of firepower. Using a medium sized beam generator, and power cylinder, this weapon is capable of wearing down a target quite quickly. This weapon is coveted by many pilots for its power, and ease of use with most machines.
Beam Scatter Gun - Thermal - 23 Points
Damage - Weak: 1960 - Normal: 2800 - Critical: 3640
Attack Limit: 6 Attacks - Ammo: N/A
Spraying out multiple short beam shots in varying directions at a high rate of speed, the Beam Scatter Gun acts more like a beam shotgun then a regular beam gun. This is accomplished by an oscillating beam generator coupled with a short burst power cylinder. While not the most damaging weapon, the sight of one of these in use is enough to frighten most pilots.
Beam Sniper Rifle - Thermal - 21 Points
Damage - Weak: 10325 - Normal: 14750 - Critical: 19175
Attack Limit: 1 Attack - Ammo: N/A
The Beam Sniper Rifle shares many of its features with the Ballistic Sniper Rifle. This weapon is an extremely accurate rifle developed for the purpose of firing highly effective, severely damaging shots at a target from long distances. At the cost of firing rate, this precise weapon offers a level of accuracy, range, and damage few weapons can match. Utilizing its highly focused beam shot, this weapon can destroy many machines with relative ease.
Beam Spray Gun - Thermal - 22 Points
Damage - Weak: 245 - Normal: 350 - Critical: 455
Attack Limit: 9 Attacks totaling up to 45 Shots - Ammo: N/A
With a firing rate that rivals a Vulcan Gun, the Beam Spray Gun is a small beam gun that fires out short beam burst at an extremely high rate. This allows the weapon to be trailed into a target as opposed to being aimed directly at it. While not overly effective, this weapon is useful for combating fast moving targets.
Beam Submachine Gun - Thermal - 22 Points
Damage - Weak: 875 - Normal: 1250 - Critical: 1625
Attack Limit: 12 Attacks - Ammo: N/A
Capable of firing multiple rounds in a short period of time, the Beam Submachine Gun is a weapon meant for a variety of situations. Though it lacks some at longer ranges, this weapons multiple shot bursts are capable of causing a severe amounts of damage in close combat. While not the standard main battle rifle, this weapon is welcome as primary weapon on many machines.
Buster Rifle - Thermal - 29 Points
Damage - Weak: 5250 - Normal: 7500 - Critical: 9750
Attack Limit: 3 Attacks - Ammo: N/A
The last word in beam ranged weapons, the buster rifle has a firepower level that is nearly unrivaled on the battlefield. This weapon is not subtle, nor is it confusable with any other beam weapon. When fired, this weapon unleashes a powerful continuous stream of beam particles for upwards of 5 seconds, pounding its target into destruction.
Flak Cannon - Kinetic - 21 Points
Damage - Weak: 5600 - Normal: 8000 - Critical: 10400
Attack Limit: 2 Attacks - Ammo: 15 Rounds
Utilizing variable setting anti armor fragmentation rounds, the Flak Cannon is a truly devastating weapon. Capable of blowing limbs off a machine with a single round, these cannon uses rounds that can be set to either explode on impact, air burst via proximity, or explode after a timed delay. Caution should be used with this weapon due to its ability to damage the wielder as well.
Gun Launcher - Kinetic - 23 Points
Damage - Weak: 2100 - Normal: 3000 - Critical: 3900
Attack Limit: 6 Attacks - Ammo: 40 Rounds
Using a powerful magnetic linear launcher setup, the Gun Launcher is a useful weapon due to the varying types of ammunition that can be fired from the weapon. This includes solid shot projectiles, as well as scattering rounds that make the weapon perform like a shotgun. Handy in many combat situations, this weapons damage is nothing to scoff at either.
Heavy Bazooka - Kinetic - 25 Points
Damage - Weak: 4725 - Normal: 6750 - Critical: 8775
Attack Limit: 3 Attacks - Ammo: 18 Rounds
Similar to the Ballistic Bazooka, albeit a lot larger, the Heavy Bazooka utilizes rocket propelled high explosive rounds that detonate on impact. Initially fired via a linear launcher as the rocket thruster builds speed, this round flies in a straight line to its point of impact at extremely high speed. The destructive power of this weapon is fearsome against most targets.
Heavy Particle Cannon - Thermal - 23 Points
Damage - Weak: 3850 - Normal: 5500 - Critical: 7150
Attack Limit: 3 Attacks - Ammo: N/A
Utilizing a much denser beam, under a higher level of compression, the Heavy Particle Cannon is a weapon designed through, and through to be a bombardment cannon. A bit unwieldy due to its size, these cannon is more then capable of blowing a battleship or base to pieces. This weapon suffers a bit of a lag in firing due to the how long it takes to charge, and compress its output.
Heavy Railgun - Kinetic - 23 Points
Damage - Weak: 4200 - Normal: 6000 - Critical: 7800
Attack Limit: 3 Attacks - Ammo: 20 Rounds
By far the strongest of the linear launcher based weapons, the Heavy Railgun is a weapon that is meant to fire highly penetrating rounds at a much higher muzzle velocity then any other weapon. Able to blow through most armor with relative ease, while maintaining a high degree of accuracy, this weapon is useful in all situations that require more precision. Caution should be used however, due to the high accuracy of this weapon, since poor aiming can make even a precise weapon miss.
Hyper Particle Accelerator - Electrical - 22 Points
Damage - Weak: 3150 - Normal: 4500 - Critical: 5850
Attack Limit: 3 Attacks - Ammo: N/A
Constructed from a large magnetic cylinder combined with powerful electrical generator, the Hyper Particle Accelerator utilizes a magnetic particle dust to create a beam shot. This beam is super charged with electricity, and fired from the cannon at a target. When this beam hits a target, the electrical charge is passed from the beam directly into the target, causing severe damage directly to the machines internal circuitry.
Large Beam Gatling Gun - Thermal - 22 Points
Damage - Weak: 490 - Normal: 700 - Critical: 910
Attack Limit: 5 Attacks totaling up to 25 Shots - Ammo: N/A
A step up in both power, and size from that of the Beam Gatling Gun, the Large Beam Gatling Gun fires off more powerful at a speed that rivals its smaller, less powerful brother. This allows the weapons damage potential to increase dramatically. However caution must be used due to the increase in power also tends to cause the barrels of the gun to melt due to over heating.
Large Caliber Gatling Gun - Kinetic - 20 Points
Damage - Weak: 665 - Normal: 950 - Critical: 1235
Attack Limit: 4 Attacks totaling up to 20 Shots - Ammo: 130 Rounds
A step up from its smaller counter parts, the Large Caliber Gatling Gun uses larger ammunition, and there for has to be reinforced to withstand the recoil. This added weight makes the gun a little bit harder to wield, but increases the machines ability to destroy a target faster. Caution must be taken while using this weapon since it can devour ammunition at an alarming rate from constant firing.
Linear Gun - Kinetic - 22 Points
Damage - Weak: 1225 - Normal: 1750 - Critical: 2275
Attack Limit: 10 Attacks - Ammo: 70 Rounds
Although the weakest of all of the linear launcher based weapons, the Linear Gun is not a weapon to scoff at. Capable of firing off shells at a decent rate, these weapons, albeit it not a machines choice for a primary weapon, serve well as close quarters alternative to melee weapons as well as a sub weapon. Though this weapons damage is not great, it does offer something few others can claim, usefulness in all situations.
Machine Cannons - Kinetic - 20 Points
Damage - Weak: 700 - Normal: 1000 - Critical: 1300
Attack Limit: 3 Attacks totaling up to 15 Shots - Ammo: 125 Rounds
Utilizing larger caliber ammunition then Vulcan Guns, Machine Cannons can give a machine a body mounted alternative in close range combat with a good reach, and knock down power. These guns can be used to force an opponent to reverse course in the face of their fire, or help a machine burdened with heavy weaponry defend it’s self. This weapon comes with a set of 2 Machine Cannons that are fire linked.
Multi Phase Beam Cannon - Thermal - 24 Points
Damage - Weak: 4025 - Normal: 5750 - Critical: 7475
Attack Limit: 3 Attacks - Ammo: N/A
This weapon was developed from experimentation into varying levels of beam density in a single shot to create a more penetrating weapon. The Multi Phase Beam Cannon lives up to its name, as the different densities of the beam particles can be clearly seen in the varying colors that make up each distinct shot of the weapon. As a result, this weapon’s shots can eat through almost anything.
Particle Accelerator - Electrical - 22 Points
Damage - Weak: 1540 - Normal: 2200 - Critical: 2860
Attack Limit: 6 Attacks - Ammo: N/A
Constructed from a magnetic cylinder, combined with an electrical generator, the Particle Accelerator utilizes a magnetic particle dust to create a beam shot. This beam is charged with electricity, and fired from the gun at a target. When this beam hits a target, the electrical charge is passed from the beam directly into the target, causing damage directly to the machines internal circuitry.
Plasma Sabot Bazooka - Kinetic + Thermal - 26 Points
Damage - Weak: 5285 - Normal: 7550 - Critical: 9815
Attack Limit: 2 Attacks - Ammo: 18 Rounds
The Plasma Sabot Bazooka is a unique weapon in the sense that it is the only Gun Type Weapon to incorporate the use of both a physical round, and a beam shot to simultaneously cause two types of damage to a target. This is done through the use of Ceramic Composite shells that are encapsulated inside of an enlarged beam shot. Magnetically fired, these shots erupt out of the bazooka towards their designated target, and can damage most machines with ease if they impact.
Positron Cannon - Anti Material - 29 Points
Damage - Weak: 6300 - Normal: 9000 - Critical: 11700
Attack Limit: 1 Attack - Ammo: N/A
Quite possibly the second most destructive weapon ever developed, the Positron Cannon is an antimatter cannon. The wholesale destruction brought by this weapon is only rivaled by the size of the weapon, and the amount of power it consumes. This weapon takes time to both aim, and charge before firing its destructive blasts.
Railgun - Kinetic - 26 Points
Damage - Weak: 2450 - Normal: 3500 - Critical: 4550
Attack Limit: 6 Attacks - Ammo: 35 Rounds
Standing in the middle of the linear launcher weapons in both power, and size, the Railgun uses an electromagnetic launcher system to fire its rounds as opposed to gunpowder. Due to this, the weapons muzzle velocity exceeds what is possible by ballistic weapons. This allows this weapon’s shots to be more accurate, as well as more destructive.
Shotgun - Kinetic - 24 Points
Damage - Weak: 2275 - Normal: 3250 - Critical: 4225
Attack Limit: 6 Attacks - Ammo: 36 Rounds
Much like its human sized relative, the Shotgun is a weapon to be feared. This weapon is able to load 2 different kinds of shells, each with a different effect. The first being a solid slug round, which can tear into most machines fairly easily. The second being a round loaded with shot. When fired, these rounds scatter, causing a burst effect. When utilized correctly, a shotgun can be highly effective.
Vulcan Guns - Kinetic - 20 Points
Damage - Weak: 455 - Normal: 650 - Critical: 845
Attack Limit: 5 Attacks totaling up to 25 Shots - Ammo: 195 Rounds
The Vulcan Guns are a set of small machine guns that can be mounted in multiple places on a machine. These guns are useful in a variety of roles from counter shooting missiles, to close range fire support, as well as an anti personal weapon. As such, these weapons often come as standard equipment on most machines. This weapon comes with a set of 2 Vulcan Guns that are fire linked.
- Ranged Type Weapons -
This set of weapons is comprised of those that fall under the classification of Ranged Weapons. These weapons are used for both close quarters combat, as well as long range combat, and are highly effective in this role. Please read each of these weapons carefully due to each of them having different characteristics from weapon shape to damage types, as well as how powerful they are.
Acid Grenades - Anti Material - 30 Points
Damage - Weak: 1995 - Normal: 2850 - Critical: 3705
Attack Limit: 3 Attacks - Ammo: 6 Grenades
Constructed from a high pressure containment canister, and a forced ejection dispersal system, Acid Grenades are a horrifying weapon on the battlefield. Once activated, the grenades internal timer counts down. When the timer ends, the grenades outer housing sheds away, and the highly acidic contents of the grenade are sprayed outwards into a cloud. This cloud can destroy nearly anything it comes in contact with.
Acid Sprayer - Anti Material - 27 Points
Damage - Weak: 5145 - Normal: 7350 - Critical: 9555
Attack Limit: 1 Attack - Ammo: 3 Shots
Utilizing a high pressure sprayer, combined with a chemically engineered two part acid, the Acid Sprayer is a weapon that can literally eat away at a machine. When fired the weapon mixes the two chemical parts of the acid under high pressure, and forces a stream of acid out of the end of the barrel. Due to the power of the compound, and the way it is forcibly shot at a target, this acid can destroy nearly anything is contacts.
Assault Claw - Kinetic - 22 Points
Damage - Weak: 6195 - Normal: 8850 - Critical: 11505
Attack Limit: 2 Attacks - Ammo: N/A
The Assault Claw is a large extendable appendage mounted on a machine meant for shear power. Often quite large in comparison to a normal limb, this weapon is able to cause damage from hitting, to even crushing a target. Due to the large sizes that this weapons form often take, the appendage can often be folded up when not in use to keep from impeding the machine.
Beam Boomerang - Thermal - 21 Points
Damage - Weak: 5495 - Normal: 7850 - Critical: 10205
Attack Limit: 2 Attacks - Ammo: N/A
Constructed from an aerodynamic handle, and a beam generator, the Beam Boomerang is a throwing weapon that rotates in flight. This causes the weapons edge to spin about, thus making it able to cut as long as it is on target. Due to the shape, and nature of this weapon, it can also be hand wielded like a short sword if the need arises.
Beam Spiked Hammer - Kinetic + Thermal - 29 Points
Damage - Weak: 6335 - Normal: 9050 - Critical: 11765
Attack Limit: 2 Attacks - Ammo: N/A
Similar to the Mobile Hammer, the Beam Spiked Hammer is a large weapon on a retractable cord that is meant to bludgeon a target. The difference is this weapon is also equipped with a set of beam generators to produce a set of beam spikes along the weapons hammer to create more damage. Due to this, the weapon is able to cause a mixture of damage to a target.
Fragmentation Grenades - Kinetic - 20 Points
Damage - Weak: 3675 - Normal: 5250 - Critical: 6825
Attack Limit: 3 Attacks - Ammo: 6 Grenades
Much like their human sized counterparts, Fragmentation Grenades are a weapon crafted out of a metal housing that is engineered to fragment into many small pieces when the high explosive inside detonates. This detonation is delayed by an inner timer for a few seconds after the grenade is thrown. Fragmentation Grenades can also be used as depth charges when needed.
Lancer Dart Launcher - Kinetic - 32 Points
Damage - Weak: 4795 - Normal: 6850 - Critical: 8905
Attack Limit: 4 Attacks - Ammo: 8 Darts
The missiles of the Lancer Dart Launcher are unlike all other missiles. This weapon’s rounds have been engineered for the greatest possible piercing power as opposed to the explosive force common to other missiles. As such, the darts launched from this weapon have a high degree of armor penetration, even at slightly longer ranges.
Large Missile Pod - Kinetic - 29 Points
Damage - Weak: 5600 - Normal: 8000 - Critical: 10400
Attack Limit: 3 Attacks - Ammo: 6 Missiles
The Large Missile Pod is constructed of a huge launcher, and mounts the largest missiles based on conventional explosives. These missiles have the ability to sink ships, destroy bases, and obliterate mobile units. The draw back of these missiles is their sheer size. Thus the aiming, and firing of this weapon takes a bit of time to do.
Medium Missile Pod - Kinetic - 29 Points
Damage - Weak: 2800 - Normal: 4000 - Critical: 5200
Attack Limit: 6 Attacks - Ammo: 12 Missiles
Constructed of medium sized launcher unit, and several medium diameter missiles, the Medium Missile Pod is a good balance of size, and firepower. Capable of damaging most targets with ease, as well as having few draw backs, these missiles are typical found on many machines. While not as powerful as their bigger brother, these missiles are easier to use.
Metal Boomerang - Kinetic - 21 Points
Damage - Weak: 5705 - Normal: 8150 - Critical: 10595
Attack Limit: 2 Attacks - Ammo: N/A
While not the most conventional of weapons, the Metal Boomerang, albeit strange, has found a few supporters on the modern battle field. Utilizing an aerodynamic shape of both its handle, and blade, when thrown this weapon rotates in flight. This allows the spinning edge of the weapon to be able to impact its way through armor. Due to the shape, and nature of this weapon, it can also be hand wielded like a short sword if the need arises.
Mobile Hammer - Kinetic - 21 Points
Damage - Weak: 5915 - Normal: 8450 - Critical: 10985
Attack Limit: 2 Attacks - Ammo: N/A
Constructed from a heavy weapon head on a retractable cord, the Mobile Hammer that is meant to bludgeon a target. While sounding quite simplistic, this weapon has a decent reach, and can cause significant damage to a target due to the weight of the hammer. This weapon can either be launched at a target or swing at high speed to impact a target.
Palm Cannon - Thermal - 22 Points
Damage - Weak: 5355 - Normal: 7650 - Critical: 9945
Attack Limit: 2 Attacks - Ammo: N/A
Using a burst beam generator mounted in a machines hand, the Palm Cannon is weapon that creates a short blast of beam energy when used. This blast can rip through armor at close ranges, or even be used to shoot at a machine at intermediate ranges. Caution should be used while using this weapon due to the explosive force the generator creates when fired.
Particle Missile Battery - Thermal + Electrical - 29 Points
Damage - Weak: 770 - Normal: 1100 - Critical: 1430
Attack Limit: 3 Attacks totaling up to 15 Shots - Ammo: N/A
Utilizing multiple emitters in a stacked formation, the Particle Missile Battery fires out thin, elongated rays of a mixture of particles. Both appearing, and acting similar to a spray missile launcher, this weapon has the advantage of not requiring expendable missiles to fire. However due to the speed at which it fires, it can only be fired in short bursts due to the heat generated by the emitters. Due to the blending of particle types, this weapon causes both thermal, and electrical damage. While typically fired straight at a target, these shots can be manipulated like other beams through the use of a Geschmeidig Panzer System.
Pulse Grenades - Electrical - 22 Points
Damage - Weak: 3255 - Normal: 4650 - Critical: 6045
Attack Limit: 3 Attacks - Ammo: 6 Grenades
Utilizing a highly magnetic particle dust, which is charged by the machines power supply before being thrown, the Pulse Grenades detonate after a few seconds. The detonation itself causes no real damage to speak of due to its purpose being to spread the highly charged magnetic contents. The charged cloud of magnetic particles will then discharge into the nearest points, causing damage.
Retractable Beam Claw - Kinetic + Thermal - 27 Points
Damage - Weak: 3745 - Normal: 5350 - Critical: 6955
Attack Limit: 3 Attacks - Ammo: N/A
The Retractable Beam Claw is crafted from a powerful winch paired with high tensile strength cable connected to a grapple head. This head can latch onto a target, and tear away at a machine, or slam into a target to cause damage. This version of the weapon also comes equipped with a set of small beam generators on the tips of the claw to increase its damage potential.
Retractable Metal Claw - Kinetic - 19 Points
Damage - Weak: 3325 - Normal: 4750 - Critical: 6175
Attack Limit: 3 Attacks - Ammo: N/A
The Retractable Metal Claw is crafted from a powerful winch paired with high tensile strength cable connected to a grapple head. This head can latch onto a target, and tear away at a machine, or slam into a target to cause damage. This weapon may also be used to ensnare a target, and pull them about, or to help a machine through various terrains.
Small Missile Pod - Kinetic - 29 Points
Damage - Weak: 1400 - Normal: 2000 - Critical: 2600
Attack Limit: 12 Attacks - Ammo: 24 Missiles
Constructed of small sized launcher unit, and several small diameter missiles, the Small Missile Pod is a meant more for high volume of fire then powerful shots. Typically firing multiple missiles a shot that spread out as they close with the target, these missiles are much harder to avoid then their larger counterparts. While not as powerful as their bigger brothers, these missiles are by far the easiest to use.
Thermonuclear Missile - Anti Material - Unavailable
Damage - Weak: 16800 - Normal: 24000 - Critical: 31200
Attack Limit: 1 Attack - Ammo: 1 Missile
The last word in missiles, the Thermonuclear Missile uses the power of splitting atoms to create a massive explosion. Capable of obliterating anything it comes in contact with, missiles of this type have been dreaded, and feared since their creation. The only saving grace is, as of currently, these weapons can no longer be used.