Apr May Jun
Previous capture 28 Next capture
2002 2003 2004
1 captures
28 May 03 - 28 May 03
sparklines
Close Help
Home
Story
Rules
Status
Roster
Locations
Sides
Shop
Battle Logs
Staff
Affiliates
Forums
[ Installations ] [ Ships & Supports ] [ Mobile Weapons ] [ Gundam Armory ]     [ Custom Objects ]
*Note* You cannot have two battle systems that allow you to fight better, you cant have a Bio-Computer and a Psycommu System because both systems do the same thing plus the stress on any pilot would kill you.

Melee Weapons

Heat Weapons
Crude weapons compared to its updated beam type counter parts, these are heated weapons shaped in an Axe, Saber and a Sword. A Heat rod is a series of sharp links heated again by the mobile weapon, heat weapons are carried besides the heat rod which is mounted on any arm.
Type: Heat Axe, Heat Saber, Heat Sword, Heat Rod
Price: 5,000; 7,000; 12,000; 15,000
Weight: 2.0; 2.6; 2.5; 8.2

Beam Weapons
A very effective close range weapon that cannot be blocked unless by others of its kind. Using an I-Field and super heated plasma the beam melee weapons are very dangerous.
Type: Beam Dagger, Beam Saber, Beam Sword
Price: 6,000; 8,000; 12,000
Weight: 0.5; 1.5; 1.7

Shell Weapons

Vulcan Guns
A small gattling gun normally found in mobile suits head section, these are very ineffective weapons against other mobile weapons. However they can shoot down missiles and damage mobile weapons eye sensors.
Type: 30mm Vulcan, 60mm Vulcan, 100m Vulcan
Price: 1,000; 2,000; 3,000
Weight: 1.0; 2.3; 3.4

Shotgun
A close range weapon designed for wide damage and armor piercing. Though the slow rate of fire is a problem, a well placed shot with this can take out the strongest of mobile weapons.
Type: Shotgun, 2-Barrel Shotgun
Price: 10,000; 13,000
Weight: 3.6; 4.5

Caliber Guns
A series of weapons outmatched by beam weapons, these weapons can do little but damage Titanium. However it has a nice rate of fire which few beam weapons can match.
Type: 90mm Machine Gun, 100mm Machine Gun
Price: 10,000; 12,000
Weight: 3.3; 4.4

Gattling Guns (6-Barrels Each)
A devastating weapon that unlike its other brothers can injury much better armor, with a high rate of fire weaker armored mobile weapons will be ripped apart.
Type: 80mm Gattling Gun, 100mm Gattling Gun, 120mm Gattling Gun
Price: 20,000; 25,000; 35,000
Weight: 8.9; 12.3; 18.9

Cannon
A large caliber weapon with a massive recoil, these weapons have become outdated with the invention of beam weapons. However the 680mm cannon can destroy even Gundam's in one shot.
Type: 180mm Cannon, 200mm Cannon, 680mm Cannon
Price: 32,000; 36,000; 55,000
Weight: 15.2; 16.2; 29.3

Sniper Rifle
A long range weapon designed to take targets out at far range.
Type: Sniper Rifle, Auto-Sniper Rifle
Price: 25,000; 34,000
Weight: 6.9; 7.2

Ballistic Weapons

Bazooka
An explosive firing weapon, these are very powerful and often knock back a mobile weapon hit by one. Giant is a larger caliber while the Hyper is a faster firing bazooka.
Type: Bazooka, Giant Bazooka, Hyper Bazooka
Price: 30,000; 38,000; 45,000
Weight: 12.2; 15.3; 13.2

Grenade Launcher*
A launcher designed to fire grenades to given them a better range.
Type: Grenade Launcher, 2-Tube Grenade Launcher
Price: 24,000; 30,000
Weight: 9.9; 13.9
*Fires any type of Grenade, when bought the GL only has normal grenades.

Grenade
Grenades are explosives designed to injure mobile weapons heavily, Flash grenades blind a target, Fragmentation grenades damage a wide spread area. Haywire damage mobile weapons systems and smokes hinders visual sensors.
Type: Normal, Flash, Fragmentation, Haywire, Smoke
Price: 1,000; 500; 1,500; 2,000; 1,200
Weight: 0.5 all

Missile Launchers*
A launcher designed to fire a number of missiles depending on its tube size and what kind of missile.
Type: 2-Tube, 4-Tube, 6-Tube, Spray, Dummy
Price: 5,000; 17,000; 24,000; 10,000; 3,000
Weight: 8.1; 14.8; 24.8; 12.9; 2.1
*Fires any type of missile, when bought the ML only has normal missiles.

Micro Missile Launchers*
A launcher designed to fire a number of micro missiles depending on its tube size and what kind of micro missile.
Type: 40-Tube, 60-Tube, 80-Tube
Price: 10,000; 20,000; 30,000
Weight: 10.2; 18.5; 23.5
*Fires any type of Micro Missile, when bought the MML only has normal micro missiles.

Missiles
A weapon designed to cause high damage to a mobile weapon, Dummies explode to release a dummy balloon of a mobile weapon to fake out enemy sensors. Homing are designed to go after heat signatures.
Type: Normal, Dummy, Homing
Price: 1,000; 500; 2,500
Weight: 1.0 all

Micro Missiles
Like their full sized cousins, these are designed to swarm a target and cause damage, hopefully that a majority of them hit the target.
Type: Normal, Homing
Price: 1,000; 2,500
Weight: 0.2 all

Beam Weapons

Beam Weapons
The high effective weapon against just about anything, these can destroy the toughest of armor. However I-Fields prove to be a problem for no matter how powerful a beam can never get past it.
Type: Beam Pistol, Beam Rifle, Double Beam Rifle, Beam Cannon, Beam Sniper Rifle
Price: 5,000; 15,000; 30,000, 45,000; 40,000
Weight: 2.0; 4.5; 12.3; 15.8; 14.0

"Mega" Particle Weapons
Using a reaction caused by fusing two oppositely charged Minovsky particles, Mega particle weapons are extremely devastating, and yet are a double edged sword. The energy expenditure can oftentimes leave a mobile suit completely defenseless after firing.
Type: Mega Particle Gun, Mega Particle Cannon, Scattering Mega Particle Gun, Scattering Mega Particle Cannon
Price: 25,000; 50,000; 30,000; 80,000
Weight: 10.9; 18.9; 19.2; 20.9

Variable Speed
Using a filter to adjust the amount of Minovsky particles come out of a weapon and effective weapon is made. With two settings Wide for raw damage over a large area for those groups of enemies and a Short for beam shield breaking weapon.
Type: Beam Bazooka, VSBR x 2
Price: 60,000; 120,000
Weight: 5.0; 8.8

Remote Weapons: Need Systems for these.

Newtype Remote Weapons
With use of a Psycommu System, the mobile weapon can use these little weapons to attack many targets and destroy targets far away. Very few can dodge an massive attack by these small weapons let alone hit one.
Type: Funnel, Bit, Wire-Guided*
Price: 500; 600; **
Weight: 0.3; 0.6
*Wire Guided allows the use of "Mega" Particle Weapons to be used as Newtype Weapons. ** "Mega" Particle Weapons weight less, by 50%!

Quasi-Newtype Remote Weapons
Just like its counter parts these are just used for the Quasi-Psycommu system instead, the Reflector Bits however use I-Fields to redirect fire back at an enemy.
Type: Incom, Reflector Bits, Wire-Guided*
Price: 600; 700;
Weight: 0.4; 0.5
*Wire Guided allows the use of "Mega" Particle Weapons to be used as Quasi-Newtype Remote Weapons.

Defense Systems

Shield
A blast shield designed to take damage instead of the mobile suit, beam weapons rip these apart while the beam shield can withstand these attacks. Weapons can be fixed to the shield as well, add their weight and price to the shield.
Type: Normal, Short, Long, Folding, Beam
Price: 1,000; 800; 1,200; 1,400; 10,000
Weight: 2.5; 1.5; 3.7; 2.0; 0.8

Anti-Beam Reflective Coating
A special coating that can reflect back beam weapons, once hit however the coating is less effective.
Type: Shield*, Mobile Suit Body
Price: 1,000; 20,000
Weight: none
*Applied to all shields but Beam.

I-Field Generator
The answer to those pesky beam weapons, all beam weapons are useless against this. However non-beam weapons are not effected by this generator.
Type: I-Field Generator (External), I-Field Generator (Internal)
Price: 40,000; 70,000
Weight: 15.9; 20.8

Planet Defensor
An effective system of beam shields to block all kinds of attack, the more their are the more powerful the shield is.
Type: 4-Pair, 8-Pair, 10-Pair
Price: 30,000; 50,000; 70,000
Weight: 4.5; 8.6; 10.2

Equipment

Magnetic Coated Joints
Increases the speed of mobile suits that do not have a moveable frame.
Price: 50,000
Weight: none

Eject able Full Armor
Covers the mobile suit in an extra layer of armor that can be ejected at any time.
Price: 35,000
Weight: 30.0

Manipulator Arms
Special types of arms that can grab and hold things, Hidden Hands however hold melee beam weapons.
Type: Normal, Extending, Hidden Hands
Price: 2,000; 3,000; 15,000
Weight: 1.2; 1.3; 4.0

Systems

Self-Destruct System
A system that destroys the mobile weapons important parts so it cannot be captured. Also causes massive damage to the surrounding area.
Price: 80,000
Weight: none

Bio-Sensor System
A crude compact version of the Psycommu System that cannot use remote weapons, however when a newtype pilot gets angry or their emotions grow the suit responds to that by enhancing itself and its weapons.
Price: 100,000
Weight: none

Psycommu System
The system that allows newtypes to use remote weapons, also allows the pilot to control their mobile weapon better.
Type: Large (MA or Large MS Only), Compact
Price: 130,000; 200,000
Weight: 60.0; none

Quasi-Psycommu System
Allows a non-newtype to use remote weapons. Besides that it allows the pilot to control the mobile weapon better.
Price: 120,000
Weight: none

EXAM System
A system designed to combat the newtype powers but while testing a young Newtype Girl's soul is caught into parts. Now she wishes to end her life and will try all she can to destroy the system that includes the suit. If a person was to reason with her and find a way to free her without the suit or core system to be damage then the EXAM system is truly dangerous.
Price: 120,000
Weight: none

Zero System
A system that gives raw combat data to the pilot, this often causes those who haven't mastered the system to go crazy. Once mastered the pilot will be truly dangerous.
Price: 200,000
Weight: none

Bio-Computer System
Like the Zero and Epyon systems besides one factor, it doesn't cause the pilot to go crazy and allows pilots to pilot a suit better. Newtypes can bring out its true power.
Price: 300,000
Weight: none

Suit Customizations

Cockpit Customization
The Cockpit can be changed around to allows better control of a mobile weapon, the panoramic monitor/linear seat cockpit allows a pilot to see the battle field 360 degrees. The Psycho Control Chair allows a Artificial Newtype to use a Psycommu System better. Finally the Psycho Frame Cockpit, these increases the Newtypes powers to control their mobile weapon. However side effects of the system when overloaded can cause unknown effects.
Type: Panoramic Monitor/Linear Seat Cockpit, Psycho Control Chair Cockpit, Psycho Frame Cockpit
Price: 70,000; 90,000; 100,000
Weight: none all

Hard point
Allows for the storing of optional weapons to carry into battle, instead of just two or one.
Price: 3,500
Weight: none

Armor Customization
Changing armor can help you survive much longer than your current armor.
Type: Titanium, Neo Titanium, Luna Titanium, Gundarium
Price: 70,000; 100,000; 140,000; 200,000
Weight: none all