Wayback Machine
Jul AUG OCT
Previous capture 8 Next capture
2008 2009 2010
3 captures
8 Aug 09 - 28 Oct 09
sparklines
Close Help
EF Store:

Heat Weaponry:
-None-

Machine Gun Technology:
Vulcan Cannons (Weak, easy to reload, small machine guns. Can be installed
almost anywhere. Great distraction, useless otherwise) x 2, $6,000 (Exp. 5 or
higher)
70mm Machine Gun (Standard issue to GMs. Strong, light, easy to reload. Not
extremly effective, but not useless.) x 1, $12,000 (Exp. 15 or higher)
90mm Gatling Gun (Pop-out, rapid-fire, extremly powerful gatling gun tested
on the NT-1 Alex model. Expensive, but worth it.) x 1, $120,000 (Exp. 50 or
higher)

Beam Weaponry:
Beam Saber (Standard beam saber. Strong, armor piercing, close range weapon.
This being the EF type, it has a longer life span and stronger durability
then Zeons crude version. Stronger, too.) x 1, $35,000 (Exp. 20 or higher)
Beam Sword (A longer beam saber with a stronger power source. Expensive and
bulky, however.) x 1, $50,000 (Exp. 30 or higher)
Beam Rifle (The Federations improved, standard Beam Rifle. Good reload, good
energy capacity, good strength. A decent, standard weapon. Great as a main
weapon or as a side-weapon.) x 1, $60,000 (Exp. 50 or higher)
Beam Sniper Rifle (Strong, long range sniper-rifle. Must be bought with a
power source to be operable. Slow reload.) x 1, $100,000 (Exp. 65 or higher)
Beam Assualt Rifle (Fast firing beam rifle with attached beam bayonet. Runs
out of ammunition quickly. Great for quick assualts.) x 1, $100,000 (Exp. 65
or higher)
Beam Shotgun (Slow, strong, close proximity weapon. Great for intimidation,
also.) x 1, $90,000 (Exp. 50 or higher)
Beam Pulse Gun (Small, compact, super strong beam gun. Slow as a donkey, but
stronger then any other single beam shot. Expensive, but worth it. Great for
when a sniper gets in a jam.) x 1, $180,000 (Exp. 85 or higher)

Explosives and artillery:
Grenade (Standard grenade with small concussion effects. Great for an
offensive attack against large clusters.) x 3, $45,000 (Exp. 20 or higher)
Long Range Bazooka (Long range, strong, un-reloadable. 4 shots. Great as a
defensive weapon for an outpost or base guard.) x 1, $60,000 (Exp. 30 or
higher)
Mountable Cannon (Cannon mounted on a MS' back. Strong, long range.
Intimidating. Inaccurate.) x 1, $55,000 (Exp. 30 or higher)

Defensive Weaponry:
Tower Shield (Large, clunky shield. Good defending capabiltys, gets in the
way otherwise.) x 1, $25,000 (Exp. 10 or higher)
Attack Shield (Small, versatile shield that can double as an attacking claw.
Weak defensivly.) x 1, $25,000 (Exp. 20 or higher)
Command Shield (Sleek, strong. Has a small attack ability. Good all around.)
x 1, $50,000 (Exp. 35 or higher)
Beam Shield (All but invulnerable against Beam weaponry. Good against machine
fire, useless against explosions.) x 1, $75,000 (Exp. 45 or higher)
I-Field Generator (Requires "Advanced" trait) (An extremly strong beam
generator. Protects against almost everything, but saps suits of its power
and only lasts for a little bit.) x 1, $180,000 (Exp. 140 or higher)

Team-Reconstructs:
First-level Econimizer (A team comes in and removes weapons or other add-ons
required to take away the "Un-economical" side effect) x 1, $20,000 (Exp. 20
or higher)
Second Level Econimizer (A team comes in and tones down the weapons or other
add-ons required to take away the "Un-economical" side effect) x 1, $90,000
(Exp. 60 or higher)
Third Level Econimizer (A team comes in and removes the "Un-economical" side
effect without altering the suit in any other way) x 1, $280,000 (Exp. 160 or
higher)
Test Crew (A team comes in and removes the "Prototype" side effect) x 1,
$150,000 (Exp. 85 or higher)

Systems:
All systems currently under contruction...
1