|
|
|
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... |
![]() |