Parts
| Upgrades and Enhancements | ||||
| Armor | Defensive | CockpitSystem Upgrades | Rifles | Cannons |
| Machine Guns | Blades | Missile Pods | Organoids | Misc Components |
Machine Guns
Ideal for melee combat
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Small Machine Gun Use: Once per round, up to three rounds 100 credits DP: 35 External Hardpoints: 1 |
50 cal. Assault GATTling Gun Use: Twice per round, up to two rounds 200 credits DP: 45 External Hardpoints: 1 |
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Pulse Machine Gun High Output energy based Machine Gun. Use: Four times per round, up to three rounds 500 credits DP: 55 External Hardpoints: 1 |
Infinite Repeaters A large energy weapon with three barrels, the weapon itself fires a particle stream that when the particles impact on matter create small-scale explosions, a single burst roughly equivalent to an exploding popcorn kernel. However due to the nature of the weapon a constant stream is fired, saturating the target with the high-energy particles. Use: Three times per round, up to three rounds 600 credits DP: 60 Aimed shot; Can "sweep" a target and deal 15DP per part/location hit (judge determines. External Hardpoints: 1 |
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Duel Zoid Machine Guns Use: Three times per round, up to three rounds 500 credits DP: 55 External Hardpoints: 1 |
Tri-Barrel Mini Gun Use: Three times per round, up to four rounds 600 credits DP: 65 External Hardpoints: 1 |
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Radar Guided Chain Gun Locks on to its target and fires away; its only weakness is it can't see objects obstructing its view. Use: Twice per round, up to three rounds 800 credits DP: 75 External Hardpoints: 1 |
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