Parts
| Upgrades and Enhancements | ||||
| Armor | Defensive | CockpitSystem Upgrades | Rifles | Cannons |
| Machine Guns | Blades | Missile Pods | Organoids | Misc Components |
Rifles
Ideal for longrange combat
+30% accuracy when targeting air based zoids.
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Anti-Zoid Rifle Use: Once per round, up to 3 rounds 200 credits DP: 35 External Hardpoints: 1 |
Sniper Rifle Can fire twice in one action, at a single target. Increased hit percentage against long range targets. Use: 4 times per round, up to 2 rounds 800 credits DP: 40 External Hardpoints: 1 |
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Pulse Rifle (Energy Based) Looks like a 40 Cal. rifle but fires energy pulses rather than solid matter. Use: 2 times per round 500 Credits DP: 60 External Hardpoints: 1 |
Double 80 cal. Rifle Use: Twice per round, up to 3 rounds 600 credits DP: 70 External Hardpoints: 1 |
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Mega Rifle Uses magnetic technology to speed up the velocity of the ammo. Use: 3 times per round, up to 4 rounds 1000 credits DP: 90 External Hardpoints: 2 |
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