Points and Money
During character creation you choose between an Ace Pilot (75% Pilot/25%Mech) Max Skill Rank: 3 or Prototype Suit (25% Pilot/75% Mech) Max Skill Rank: 1 or Seasoned Pilot in Custom Mech (50%/50%) Max Skill Rank: 2.
|Plasma Cannon||15k||60||ArmorP 40, Spreadingx3||Static, Capacity: 1, Recharge: 2, Drain EN 20||2|
|Buster Rifle||15k||80||Devastating(60), ShieldP 40||Capacity: 4 Recharge: 2, Wield: SS1/3||3|
|BOWA Rifle||5k||60||AP 20, Final Shot +20 dmg||Capacity: 6 Recharge: 1||1|
|MKII Rifle||5k||50||AP 10, Acc +2||Cartridge: 3 Reload:1||1|
|Shorty Beam Pistol||4k||40||Acc +2, AP 10, Flurry, Crit Up||Short Range, EN 5||0.5|
|Charged Particle Cannon||20k||40/30||AP 10, Autofire||EN 20, Static||4|
|Beam Cannon||8k||60||AP 20, Long Range||Drain EN 10, Wield: SS1||2|
|Beam Machine Gun||7k||30/15||Flurry, Autofire||Cartridge 12, Reload: 2, Inaccurate -2||1|
|Funnels||20k||50||All-Out, ArmorP, Concealed, Flexiblex2, Linked (Primary)||Psycom, Capacity: 4, Recharge: 2, Stoppable||3|
|Railgun Sniper||15k||70||Acc +4, Crit Up, FFieldP x2, Long Rangex2||Static, Cartridge: 1, Reload: 1, EN 10||3|
|Railgun||10k||80||Crit Up, FFieldP, Point Blank||Cartridge: 1, Reload: 1, Drain EN 10||2|
|Hyper Bazooka||5k||60||Knockdownx2||Catridge: 6, Reload 2||2|
|Clay Bazooka, Short Range||8k||50||Autofire, Knockdown||Catridge: 1, Reload 1||2|
|Claybazooka, Medium Range||8k||30||Autofire, Spreadingx2, Flare||Cartridge:1, Reload 1||2|
|Assault Rifle||4k||40||Acc +4, Crit Up||Catridge: 3, Reload: 1||2|
|Vulcans||1k||10||Linked (Secondary), All-Out, Anti-Missle, Concealed||Cartridge: 2, Reload: 3, Melee||0.5|
|Machine Gun||2k||30/15||Autofire||Cartridge: 6, Reload: 1, Short Range||1|
|Gatling Gun||6k||40/20||Auto-fire||Cartridge: 3, Reload: 2||3|
|Shotgun||8k||40||Pointblank, Spreading||Catridge: 6, Reload: 2||3|
|Flame Thrower||7k||60||Burning 30/turn, Spreadingx2||Catridge: 3, Reload 2||3|
|Cryo Dispenser||7k||0||Freeze, Spreadingx2||Cartridge: 1, Reload 3||3|
|Shoulder Cannons||8k||80||Ballistic, Long range||Catridge: 3, Reload: 2, Wield: SS1||3|
|180mm Cannon||12k||60||Ballistic, Long rangex2, Pointblank||Catridge 6, Reload 1, Static, Wield: SS2/4||4|
|360mm Cannon||15k||80||Ballisic, Long rangex2, Devastating||Cartridge: 6, Reload 2, Static, Wield SS3/5||6|
|Gravity Bullet||20k||10||Autofire, Ignores Armor||Cartridge: 2, Reload 3, Wield SS3||6|
|Super Sonic Blaster||10k||40||Aurax3, Ignores Armor||Capacity: 1, Reload 2, Wield SS1||3|
|High Explosive Grenade||7k||40||AoEx3, Knockdown||Single Use, Short Range||1|
|Chaff Grenade||3k||0||AoEx2, Disrupts Guided weapons||Single Use, Short Range||1|
|Magnetic Grenade (M)||5k||30||AoE, Mind Attack, Taser||Single Use, Short Range||1|
|Grenade Launcher||8k||50||Accurate, Knockdown||Short Range, Catridge: 2, Reload: 2||1|
|Missiles||5k||50||AoEx2, Returningx2||Guided, Catridge: 3, Reload: 3, Stoppable||3|
|Missile Pod||4k||40||Ballistic, Flexible||Cartridge: 1, Reload 1||1|
|Cluster Missiles||6k||30||AoE, Ballistic, Flexiblex2||Catridge: 1, Reload 2||1|
|Cryo Missile (M)||6k||0||AoEx2, Freeze, Cancels Flight in AoE||Cartridge: 1, Reload 2||1|
|Napalm||6k||40||Burning 20/Turn, AoEx3||Cartridge: 1, Reload 2||1|
|Missile Salvo||10k||80||AoE, Spreading||Cartridge: 2, Reload: 2, Short range||2|
|Micro Missiles||15k||50||Autofire, Spreadingx2, Returning x2||Cartridge: 3, Reload: 1||2|
|Reinforced Limbs||3k||30/15||Super Strength (SS) Powered||Melee||2|
|Extending Limbs||8k||20||Grapple, SSPowered, Flexible, Pull Reach||Short Range, Cartridge: 1, Reload 1||2|
|Beam Saber||4k||50||ShieldP 20, Flurry, Concealed||FField Stopping, Melee||0.5|
|Heavy Beam Saber||8k||60||ShieldP 20, Concealed, Knockdown, Reach||FF Stopx2, Melee, Wield: SS1/2||1|
|Anti-Ship Sword||10k||70||Reach, ShieldP 40, SSPowered||Melee, Wield: SS3/5||4|
|Heat Hawk||4k||50||ArmorP 20, SSPowered||Shield Stopping, Melee||2|
|Giant Heat Hawk||10k||70||ArmorP 20, Shield Destroying, Reach, SSPowered||Melee, Wield: SS1/3||3|
|Armored Schneider Knife||2k||30||Critical Up, Concealed, SSPowered||Melee||0.5|
|Particle Enhanced Blade||8k||45||Forcefield Penetration x2, SSPowered||Melee||2|
|Sharpened mountain of Metal||15k||60||Devastating(45), Reach, Crit Up, SSPowered||Melee, Wield: SS3/5||6|
|Rocket Anchor||3k||0||Pulls target into melee||Short Range||1|
|Beam Boomerang||5k||30||Returning, Shield Destroying||Catridge: 1, Reload 2||1|
|Electric Coil||7k||30||Flexible, Taser/Energy Vampire, Concealed||Short Range, Drain EN 15||1|
|Diffusion Claw||15k||40/40||HP&EN Dmg, Burning (20/20turn), ArmorP 20||FF Stopx2, Drains EN 25||2|
|Drill||5k||20/10||Autofire, ArmorP 10, SSPowered||Melee||1|
|Prog Knife||5k||30/15||Autofire, ArmorP 20, Concealed||Melee, Capacity: 2, Reload: 2||0.5|
|Lance of L. Replica||15k||60||Long Rangex2, FFieldPx2, SSPowered||Thrown, Shield Stopping||4|
|Armor I-II||2k/R||-||Reduce damage by 10 per rank||Total Weight: 1,2|
|Armor III-IV||4k/R||-||Reduce damage by 10 per rank||Total Weight: 3,4|
|Armor V-VI||6k/R||-||Reduce damage by 10 per rank||Total Weight: 6,8|
|Armor VII||20k||-||Reduce damage by 75||Total Weight: 12|
|Armor VIII||40k||-||Reduce damage by 90||Total Weight: 16|
|Anti-beam Coating||3k||-||Reduces E. damage by 20||FEDERATION Only|
|Ice Metal Armor||8k||-||Reduces E. damage by 40|
|Beam Reflective Coating||50k||?||Reduces Beam dmg by 80||E. dmg less than 80 is reflected back at attacker|
|Phase Shift Armor||10k||-||Reduce Conventional Damage by 40||Burns 10 EN per turn, UNION|
|Trans-Phase Shift Armor||20k||-||Reduce C. Damage by 60||Burns 15 EN per hit by C. weapon, UNION|
|Variable-Phase Shift Armor||40k||-||Reduce C. Damage by 20 per rank, can adjust during battle||Burns 5 EN per rank, UNION|
|I-IV||2k/R||-||While Guarding, HP Buffer 20/Rank||Total Weight: 1/Rank|
|V-VIII||5k/R||-||While Guarding, HP Buffer 20/Rank||Wield: SS2/4, Total Weight: 4, +2/Rank|
|I-Field I-IV||5k||0||E. Damage Buffer, 20 per rank||Does not reduce C. Weapon damage, FEDERATION|
|MARTIAN Shield I-IV||4k||10/R||C. Damage buffer, 20 per rank||Shield only stops damage from one side|
|ZOIDS E-Shield||10k||30||Damage Buffer 60, also a Battering Ram||Burns 15 EN per turn|
|ZOIDS ACP Shield||15k||30||Damage Buffer 60, Negates Autofire||Burns 25 EN per turn|
|EVA AT Field 0-VIII||15k||10/R||Damage Buffer 20/Rank, Regen||Rank = Users soul check at the start of battle & every time the unit takes damage|
|Lightwave Barrier||50k||50||Reduce All damage by 100||Drain 20 EN per turn|
All-Out: Reqs. full ammo. Expend all ammo for one attack, has a chance of canceling targets next action (Body check to resist)
Anti-Missle: Double Damage when shooting down missiles
Autofire – On hit, roll a single die, this determines the number of hits. Weapon does base damage plus the damage value after the slash for each hit beyond the first. Glancing blows apply as normal.
Crit Up – Crit on a 2 or 3
Devastating – Minimum damage (attack roll above 8) is 75% (3/4) instead of 50%
Flexible – -1 target’s DCV each rank
Flurry – Uses Double Ammo, Reroll one attack die
Force Field Penetrating – At Rank 1 this weapon deals half damage to the Forcefield Buffer and the other half to the suit (reduced as normal by armor, shield, etc.). At Rank 2 this weapon ignores Forcefields entirely.
Freeze – Target’s armor is reduce by 20 until end of battle or ice is melted. Body check or target is immobilized.
Grapple – On hit, can make opposed body checks to see if target is grappled.
Guided – Can be scrambled by computers
Knockdown – Chance to knockdown target, Body check to Resist, -1 per rank of knockdown
Mind Attack – Deals damage directly to the suit unless they have mind shield.
Pointblank – +20 damage when firing in melee. Body check to resist knockdown.
Psycom – This weapon is inaccurate without Newtype 2. It is stoppable if the target has Newtype or Trick shot but controller can use defenses to avoid being destroyed. Each time a funnel is destroyed reduce max capacity by 1.
Reach – -2 DCV if target is Dodging
Reload – Cartridges: Time till cartridge replaced
Recharge – Capacity: Time till one shot is recharged. You may accelerate process by spending 5 EN to reduce Reload by 1, once per reload action.
Returning – Has a chance to hit the target again the next turn for each rank
Shield Destroying – If target blocks with shield it is either disarmed or destroyed
Shield Stopping – Shield’s are twice as effective against this type of weapon.
Spreading – Beam Weapons can hit targets in a line, Conventional can hit targets in a cone. Each level gives target(s) a -1 DCV if dodging.
Static – You cannot move when using this weapon and dodging requires two defenses rather than the typical one.
Taser – On hit they continue to damage and lose action each time opponent fails the stun check (soul)
Wield: Super Strength required to wield weapon, second number is to wield it in one hand.
Ammo: Weapons that require ammo come with ammo included. 10k or less has two spare clips and more than 10k has one spare clip.
Weapon’s costing 5k or less have ammo priced at 100/clip. 5-10k is 500/clip and 15k and up is 1000/clip. Only weapons with the Cartridge disadvantage require ammo.
All extra clips beyond the first cost 0.5 weight.
Twin special: Buying two of the same weapon, get the second weapon half off provided the weapon is less than 10k.
Upgrading Weapons – A weapon can be upgraded to the next level by paying it’s cost in credits to upgrade it. Each upgrade gives a bonus to damage, for ranged weapons it is + 5 damage or + 10 if it costs 10k or more. For melee weapons it is +10 damage or +20 if it costs 10k or more. The maximum upgraded level any weapon can receive is level 3. Upgrades are denoted with roman numerals.
Like a shield a Forcefield provides an HP buffer against attacks. When the HP buffer has been used up the field reappears at the start of your first turn at a weaker intensity providing a buffer with 20 less HP. This continues until the buffer would be at 0. A regenerating forcefield returns 20 points of buffer at the start of your first turn provided the buffer is greater than 0.
Shields provide that damage buffer each time they are used. A weapon with shield penetrating will lower the shields buffer by that amount if the shield is used to block it.
When weight exceeds body you have a speed penalty equal to the excess.
Body/Mind/Soul = Frame/Systems/Generator and cannot be increased without valid explanation and complete overhaul. Selected at character creation to reflect mech.