|Twin Buster Rifle||25k||75||AoEx3, AP, FFP, Spreading, TWF||Limited Shotsx3, Static, 2Hands||Wing Zero, Hyaku Shinki, Virtue/Seravee|
|Buster Rifle||10k||50||Spreading, Knockdown, Devastating||Limited Shotsx2, 2Hands(SS1), Dual(SS2)||Wing, V2 Assault & Buster|
|Twin Linked Plasma Cannon||15k||65||AP, Flare, SP, Spreadingx3||Energy Drain(x2) 30, Shoulderx2, Static||Freedom, Calamity, Savior|
|Hyper Impulse Beam Launcher||13k||60||AP, Long Range, Spreadingx2, Devastating||Energy Drain 30, Static||Agni Strike, Aegis, Vayeate, Zeta, GP-04 Gerbera|
|Beam Sniper||14k||70||AP, Long Rangex2, Critical Up||Static, 2Hands, Energy Drain 20||Dynames, Evangelion, Koenig Wolf|
|Beam Assault Rifle||11k||45||Accurate, AP||Choose 2: 2Hands, Energy Drain 10, Limited Shots 2||Zeta, GM Custom, GP-01fb Zephyranthes Full Vernian, Aegis, Arios|
|High Powered Beam Rifle||10/20k||50||Armor Piercingx2, Combinable(+10k)||Energy Drain 25 or Limited Shots 2||Nu, Gabthley, Strike Freedom|
|Beam Rifle||5k||45||Armor Piercing||Energy Drain 10 OR Limited Shots||Gundam, Guncannon OR MKII|
|Double Barrel Beam Cannon||12k||50||AP, Knockdown, Long Range||2Hands(SS2), Limited Shots, Energy Drain 20||ZZ, Elephander, Seravee/Virtue, Pallas Athene|
|Beam Machine Gun||10k||35/35||Auto-fire||Energy Drain 15||Kyrios, Gelgoog Marine, Sandrock Kai|
|Beam Pistol||3k||30||Accurate, Critical Up||Short Range, Energy Drain 5||Strike Noir, Rick Dias, Aries, Dynames|
|Beam Boomerang||6k||35||Muscle Powered, Pull, Rapid Reload, Returning||Short Range, Limited Shotsx3||Omni Strike, Justice|
|Mega-Particle Cannon||25k||40/40||Auto-fire, Spreading, Shield destroying, Long Range, Knockdown||Limited Shotsx2, Static, Energy Drain(x2) 20||Super Gundam, Full Armor ZZ and V2, Geno Saurer|
|Rail Gun Sniper Rifle [EM]||11k||55||Long rangex2, FF Penetrating, Critical Up||Energy Drain 15, 2Hands, Static||Lightning Striker Pack, Evangelion, Cannon Tortoise|
|Diffusion Cannon [Rad]||15k||65||APx2, Spreadingx2, Burning||Energy Drain 30, FFSx2, Shield Stopping||Gawain, Geass Mecha|
|Sniper Rifle||8k||60||Accuratex2, Long Range, Critical Up||Static, Limited Shots, 2Hands||GM Sniper, Gun Sniper Naomi|
|Flame Thrower||7k||50||Burningx2, Spreading||Limited Shotsx2, Short Range||Altron|
|Bazooka||4k||40||Knockdown||Limited Shots||Zaku, Leo, Dom, GP-03 Dendrobium Stamen|
|Clay Bazooka||10k||55||Explosive Scatter||Limited Shotsx2||MK II, Rick Dias, Hyaku Shinki|
|Shotgun||8k||40||Spreading, Knockdown, Pointblank||Short Range, Limited Shots, 2Hands(SS1)||Kamfer, Sazabi|
|Gun Launcher [EM]||12k||50||Variable, Combinable, Spreading||Short Range, Limited Shots, Drain En. 10||Buster Gundam|
|Assault Rifle||10k||35||Accuratex2||2Hands, Limited Shots||Veritech Valkyrie, Ground Gundam, Leo|
|Grenade Launcher||8k||50||Accurate, Knockdown, Hands Free||Short Range, Limited Shots 2||Zeta, V2|
|180mm Cannon||10k||80||Long Range, Ballistic, Knockdown, Point Blank||Static, 2Hands, Wield(SS1)||Ground Gundam, Zaku|
|Shoulder Cannons||7k||50||Ballistic, Knockdown, Long Range||Limited Shots, +2 Shoulder slot, Wield(SS1)||Guncannon, GM Cannon|
|Heavy Shoulder Cannons||10k||65||Long Range, Ballistic, Knockdown||Limited Shotsx2, +2 Shoulder slot, Wield(SS2)||Guntank, BaCue, Command Wolf, Gojulas|
|Howlitzer Hands||5k||35||Anti-Missle, Spreadingx2, AoE||Limited Shotsx3, Short Range, 2 Hands||Guntank|
|Gatling Gun||6k||30/30||Auto-fire||Limited Shotsx2, Dual (SS1)||Gouf Custom (8th MS Team), Heavy Arms|
|Twin-Linked Gatling Gun||14k||40/30||Auto-Fire, Critical Up||Inaccurate, Limited Shotsx2, Wield(SS1), Dual(SS3)||Heavy Arms Kai, Gundam Alex, Gun Sniper Leena|
|Machine Gun||3k||20/20||Auto-fire||Limited Shots||Zaku, Hizak|
|Vulcan||2k||10/10||Auto-fire, Hands free, Accurate||Limited Shotsx2||Gundams|
|Heavy Vulcan||8k||15/15||Auto-fire, Hands free, Anti-Missile||Static, Limited Shots||Agni and IWSP Strike, Wing Zero, G-X, Burning, Heavy Arms, Liger Zero Jaeger|
|Missiles||6k||55||AoEx2, Returningx2||Guided, Limited Shots, Stoppable||Veritech Valkyries, Kyrios, Airmaster, Mesala|
|Light Missiles||3.5k||40||AoE, Returningx2, Hands Free||Guided, Limited Shots, Stoppable||Veritech Valkyries, Djinn, Turn-A|
|Heavy Missiles||10k||70||AoEx3, Long Range, Returning||Guided, Limited Shotsx2, Stoppable||Veritech Fighter, BaCue, Iron Kong, Panzer, Pallas Athene|
|Cluster Missiles||9k||35||AoE, Ballistic, Flexible||Limited Shotsx2||Ptolemy II, Liger Zero Panzer|
|Micro Missiles||10k||40||Spreadingx2, Flexible||Limited Shotsx2, Energy Drain 10||Veritech Fighter, ZZ|
|Missile Pod||2k||35||Ballistic, Flexible||Limited Shotx3||Zaku II Custom, Heavy Arms|
|Electric Coil [EM]||7.5k||35||Flexible, Stun, Concealable||Short Range, Limited Shotsx2 Drain Energy 15||Gouf|
|Stun Grappler [EM]||7k||40||Stun, Grapple||Melee, Energy Drain 20||Kyrios, Bolivok Samahn|
|Grapnell Rocket Anchor||4k||25||Accurate, Grapple, Pull, Concealable||Short Range, Limited Shotsx3||Blitz, Omni Strike, Lancelot, Gawain, Neue Ziel|
|Reinforced Arms, Legs||5k||25||Mecha-fu, Hands-free, MP||Melee||G Gundam, Guncannon, Iron Kong|
|Extendible Arms, Legs||8k||20||Grapple, MP, Flexible, Reach||Short Range, Limited Shotsx2||Virsago, Shenlong/Altron, Elephandor|
|Beam Saber||6k||55||Shield Penetrating, Concealable||Force Field Stopping, Melee||Gundam, Dom|
|Heavy Beam Saber||8k||65||Shield Penetrating, Concealable, MP, Knockdown, Reach||FF Stoppingx2, Melee, 2Hands(SS1), Dual(SS2)||Gundam X, Physalis, Mercurius|
|Lacerata Beam Saber||15k||40||AP, SP, Critical Up, Concealable||FF Stoppingx2, Melee||Freedom, Justice, F91|
|Beam Javelin||7k||55||Knockdown & Reckless; AP, MP, Reach||Melee, 2Hands(SS2), Shield Stoppingx2||Gundam, Shenlong|
|Beam Naginata||11k||55||Shield Penetrating, Flurry, MP||FF Stopping, Melee, 2Hands(SS2)||Gelgoog, Altron|
|Anti-Ship Sword||10k||60||Devastating, Reach, Shield Penetrating, MP||Melee, +Shoulder Slot, Wield(SS1), 2Hands(SS2) Dual(SS4)||Omni Strike, Sword Calmity, Epyon|
|Heat Hawk||4k||50||Armor Piercing, MP||Shield Stopping, Melee||Zaku II, Sazabi, Lancelot|
|Giant Heat Hawk||10k||70||Armor Piercing, Shield Destroying, Reach, MP||Melee, Wield(SS2), 2Hands(SS4), Dual(SS5)||Zaku Custom, Sandrock, Burai Kai|
|Standard Blade||2.5k||40||Flurry, MP||Melee||Gouf, Djin, Liger Zero Schneider|
|Particle Enhanced Blade||11k||45||Forcefield Penetrationx2, MP||Melee||Exia’s GN, Blade Liger, Mugen Liger|
|Sharpened mountain of Metal||16.5k||60||Devastating, Reach, Critical Up, MP||Melee, +1 Shoulder Slot, Wield(SS2), 2Hands(SS4), Dual(SS5)||Exia, Murasame Liger, Red and Blue Astray, Throne Zwei/Arche|
|Armored Schneider Knife||2k||25||Critical Up, Concealable, MP||Melee||Strike, Heavy Arms, Hayate Liger|
|Gundam Hammer||5k||60||Knockdown, MP, Reach||Short Range, Lag(1)||Gundam, Turn-A|
|Progressive Knife||4.5k||15||Armor Piercingx2, Concealable, MP||Melee||Evangelion, Hyperion|
|Fin Funnel||18k||50||Armor Piercing, Flexiblex2, Linked (Primary)||Inaccurate (w/o Newtype 4 or Trick Shot 6), +1 Shoulder Slot, Limited Shotsx2, Stoppable||Nu, Strike Freedom, Sazabi|
|Bits||12k||45||Armor Piercing, Flexiblex3, Handsfree||Inaccurate (w/o Newtype 2 or Trick Shot 3), Limited Shots, Stoppable||Quebley MKII, Elmeth, Zeong, Throne Zwei/Arche|
|Gunpod||9k||35||Flexiblex2||Inaccurate (w/o Newtype 1 or Trick Shot 2), Stoppable||Mobius Zero, Ex-S|
|High Explosive Grenade||7k||45||AoEx3, Knockdown||Limited Shotsx3, Short Range||Zaku II Kai|
|Sturm Faust||5k||30||Knockdown, Accurate, AP||Limited Shotsx3||Zaku II Kai, Kamfer|
|Chain Mine||10k||35||Autofire, Knockdown, Grapple||Limited Shotsx3, Melee||Kamfer|
|Chaff Grenade||3k||25||AoEx2, Chaff||Limited Shotsx3, Short Range||Zakus of all shapes and sizes|
|Shield||(3+lvl^2)k||15/lvl||See Shield Section||See Shield Section||Gundams|
|Shield Bits||(5+(2xlvl)^2)k||10/lvl||Flexible defense x2||Requires one slot per 2 levels||Cherudim, Akatsuki, V2 Full Armor, F91|
Buy in bulk special, buy two or more of the same get 50% off each additional item beyond the first. Veritech get Buy one get one free on missiles. Crimson Lotus get 1k towards a Melee weapon. Federation gets 1k towards beam weapons but +1k on Conventional Weapons. Mars gets +1k towards any Electromagnet [EM] weapons.
By paying the standard cost of the weapon you may upgrade it one tier. If the weapon costs more than 10k double the damage bonus from upgrading. Weapons with the Auto-fire advantage do half damage per tier.
Ranged Weapons: + 10 damage per tier, three tiers available.
Over 10k base cost: + 20 damage per tier, two tiers available.
Weapons with the Autofire upgrade: +5 damage per tier, two tiers available
Autofire and Over 10k: +10 damage per tier, one tier available
Melee Weapons: + 20 damage per tier, two tiers available.
Over 10k base cost: +40 damage per tier, one tier available.
Weapons with limited shots can be reloaded with a move action if they are hand mounted. Beam weapons reload automatically (with the exception of the rifle and assault rifle) after a number of rounds of inactivity equal to the number of times it has the limited shots disadvantage. Ammo for a weapon costs 20% of the weapons price.
Anti-missile – One free attack per round against a stoppable weapon targeting you.
Auto-Fire – 20 or less 1 point, 40 or less damage 2 points, more than 40 3 points.
Burning – The following turn the target takes 1/5th of the modified damage (after being modified by armor values and the like) in Energy (EN) damage as the reactors strive to reduce the suit to a normal temperature. If the advantage is taken twice then when multiplying by 1/5th to determine the EN damage do so before the value is reduced by armor. If the suit is out of energy that damage is applied directly to the pilot, once the damage exceeds the Units shock value the pilot is either incapacitated or killed. Each level of adaptation heat gives a 10 points buffer before the heat does EN damage.
Chaff – When used opponents have a -2 to ACV to hit you. Cancels guided ability.
Combinable – When equipped with two combinable weapons you may combine them together for one powerful attack. Use the advantages and disadvantages for both weapons (sum the energy drain and it counts as firing a shot for both, etc.) Special: If combinging two of the same weapon simply increase the range by one category and the damage by 20 instead of summing the advantages. If you possess the combination attack power, each level allows you to add 10 additional points from the weaker weapon to the primary’s damage. Normally you select two weapons and the level of Combination attack determines how much the secondary weapon can assist in damage output.
Critical Up – This weapon can critical on a roll of 3 or less. 2 points if the weapon deals more than 40 damage non-upgraded.
Devastating – The weapons minimal base damage is 75% instead of 50%.
Explosive Scatter – In Short Range this weapon functions as a Knockdown and Guided Homing weapon. Past short range the shots explode and spray a number of dense pellets forward losing Knockdown but gaining Spreadingx2 and Flexiblex2 but only does half the original damage. This ability costs 2 points.
Flexible Defense – When making the guard action reduce the penalty from an attacking flexible weapon by 2 for each level of flexible defense.
Flurry – When making an attack roll you may choose to reroll one die.
Mecha-fu – (ACV abilities apply only to Unarmed combat) If your ACV is 8 or greater you may add your Body stat to damage on a charge, during the charge you may add the Knockdown or Grapple advantage to a short range or melee weapon you are attacking with. When your ACV is 12 you add critical up advantage. When your ACV is 16 you may sacrifice extra attacks in the round to increase the damage of your attack by 20 per attack.
If your DCV is 8 or greater you may make an immediate counterattack against a foe you defend against in melee range with a melee weapon that has the hands free advantage, i.e. your fist. If your DCV is 12 your unarmed counterattack (handsfree) gains a +2 hit after you successfully defend. If your DCV is 16 On a successful defense you may move half your body stat in squares towards the attacker before making your counter attack.
Grapple – On a successful melee attack you may make an immediate grapple check (Opposed Body checks, +2 Grapple Advantage, +2 Level of S.Strength, +2 Level of Awkward Size)
Homing deconstructed into two separate advantages
- Returning – If the attack misses or the target successfully defends, the weapon will return to try again, once per round, for a number of rounds equal to the number of times Returning is assigned. For example, a Boomerang with Returning x1 will get a maximum of two attack rolls against a target over the course of two rounds.
-Guided (Special Attack Disability) – An appropriate Sensory Block technique will reduce the weapon’s accuracy, giving a -4 on attack or stat checks. The Sensory Block technique must be specified when assigned, and must be one that is reasonably common to the campaign setting. If it is extremely common in the setting, it may be worth two defects, at the GM’s discretion.
Knockdown – If the full damage exceeds the targets shock value -5 they begin free-falling and/or they are pushed backwards 1 square for every 20 damage. If they are at least 6 squares from the ground they make make a Mind or Body Check to right themselves and avoid crashing if able to Fly or to halve falling damage. 2 points if the weapon deals more than 40 damage.
Point Blank – Short Range only, if you use this weapon in melee combat increase the damage by 5 +5 for every level it’s been upgraded. A weapon fired pointblank does not spread.
Pull – If the attack successfully deals damage pull the target a number of squares equal to the damage before armor/ff/shield reduction divided by 10 round down.
Reach – Attack one additional square away, if the opponent doesn’t have reach they cannot counterattack and receive a -2 to Dodging.
Shields – Lvl 1 (Zaku, ) Mounted on Shoulder or back. Back mounted can only defend against attacks from the rear arc, whereas shoulder can make the standard defense check. Lvl 2 (Ground Gundam) equipped on a hand but you can still mount a weapon there. Lvl 3 (GM, Gelgoog) Equipped on hand in place of a weapon, or mount it on your back like the Gelgoog but it can only apply to attacks from the rear arc. You may place or remove the shield on your back as a move action, Lightning draw makes it a swift action. Lvl 4 (Wing, Physalis, Dynames,) Hand Mounted, or you may sacrifice both shoulder slots and form a shroud like Dynames.
Special Attack – 4 points per level, 2 per secondary (cannot be same level as primary). Choose a weapon, the base damage becomes 20 points per level + Upgrade. Add Advantages or Disadvantages, you may change one adv. or disadv. on the base weapon per level you have in this special attack.
Static – 3 Points, Forfeit a move action. Dodging costs an additional move action each time, guarding costs one additional move action for the round.
Stun – If the full damage exceeds the targets shock value they lose an attack action. The target makes a Mind check, on a failure they take a cumulative -1 ACV and DCV until they succeed at a Soul check which they can make at the end of each of their turns.
Variable – At the beginning of battle choose one of the abilities for your weapon to have. Armor Piercing, Force Field Penetrating, or Knockdown.
//Drain Energy – x1 5 EN for every 20 points of damage; x2 5 EN for every 10 points of damage