Home || Story || Rules || Map || Zoids || Parts || Teams || RP Board  [Add News] Ver.3.1 Final

 

Parts

Upgrades and Enhancements
ArmorDefensiveCockpitSystem Upgrades RiflesCannons
Machine GunsBladesMissile PodsOrganoidsMisc Components

Machine Guns
Ideal for melee combat

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

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

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

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