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May 30th, 2014
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  1. WEAPONS
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  3. Heat Knife - 50: A basic and compact melee weapon. Not too powerful nor does it have a lot of reach, but it's compact enough that it doesn't take up a hardpoint slot when equipped.
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  5. Machine Gun - 50: The basic machine gun to which all weapons are measured against. It has the best balance of stopping power, fire rate, and accuracy.
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  7. Autocannon - 100: The autocannon has a much slower rate of fire, but compensates for fire a larger and more powerful shell than the MG.
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  9. Vulcan Cannon - 100: While it has much lower stopping power, the vulcan cannon's strength is in its insane fire rate, which even the fastest Gunpla would have trouble avoiding.
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  11. Beam Rifle - 200: The basic beam rifle. It is a semi-automatic weapon that fires powerful energy beams that cut through most armor with ease.
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  13. Beam Spray Gun - 200: A lighter and more compact version of the beam rifle, the beam spray gun has a much faster fire rate, but has a much shorter effective range.
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  15. Beam Sniper - 1000: A beam rifle optimized for long range fighting. Comes with specialized optics to allow for more accurate aiming at extreme distances.
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  17. Buster Rifle - 1200: An extremely powerful beam weapon capable of destroying multiple enemies in a single shot. Long recharge time gives it a very slow rate of fire.
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  19. Bazooka - 150: A heavy weapon that fires powerful, unguided rockets.
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  21. Panzerfaust - 50: Smaller and lighter than the bazooka, the panzerfaust can fire a single, powerful unguided rocket. Can carry up to 3 panzerfausts without taking up a hardpoint.
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  23. Missile Pod - 250: Carries up to six guided missiles which will automatically track their target once fired.
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  25. Heat Axe - 50: A basic heat weapon. Simple to use, and can cut through armor reasonably well.
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  27. Beam Saber - 100: A basic beam melee weapon. Simple to use, and cuts through armor easily.
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  29. Beam Spear - 150: A beam melee weapon with significantly longer reach.
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  31. Autopistol - 50: A small, automatic pistol that is small and compact. Fast rate of fire but best used up close.
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  33. ARMOR
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  35. Shield - 50: Basic armored shield that provides adequate protection against physical attacks.
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  37. Chobham Shield - 100: A much more heavily armored shield that is essentially impervious to most physical attacks. However, it is significantly heavier.
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  39. Spike Shield - 100: A basic shield with a pile driver installed in it which provides it a powerful close combat attack.
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  41. Bazooka Shield - 150: A basic shield with four launch tubes that can each fire a single unguided rocket either in sequence or all at once.
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  43. Anti-beam Cloak - 200: A cloak that can be worn by a Gunpla and has a chance to repel beam attacks. However, its effects degrade quickly as it takes damage.
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  45. Camo-Cloak - 200: A cloak that can be worn by a Gunpla that allows it to blend with its surrounding environment. However, it does not provide any additional protection.
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  47. Anti-beam Coating - 1000: A special coating that can be applied on top of a Gunpla's existing armor which gives it increased resistance against beam attacks.
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  49. SYSTEMS
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  51. Countermeasure Suite - 100: When in danger, the countermeasure suite can be activated, which deploys a combination of flares, smoke, sensor chaff, and anti-beam chaff. Can only be used twice in a battle. Does not take up a hardpoint.
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  53. Dual Band Radar - 200: Significantly increases a Gunpla's detection capabilities.
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  55. Laser Comm - 100: Allows the Gunpla to communicate with similarly equipped units more efficiently. Immune to electronic jamming, but requires line of sight. Does not take up a hardpoint.
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  57. ECM Suite - 250: Constantly generates a thick concentrate of Minovsky and GN particles, which serve to jam most sensors and communications devices in the immediate area.
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  59. Rocket Booster - 300: Adds an additional booster pack, increasing a Gunpla's speed.
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  61. KITS
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  63. Conversion Kits: Conversion kits are cheaper alternatives to buying a completely new kit. You can convert an existing suit, provided that the original and the conversion share common similarities. Any upgrades the previous kit possessed carry over to the new kit.
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  65. Nemo Conversion Kit - 2000
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  67. GMIII Conversion Kit - 3000
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  69. Jegan Conversion Kit - 3500
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  71. Jesta Conversion Kit - 4000
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  73. RX-78 Conversion Kit - 4500
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  75. New Kit - 5000: Standard price for a new kit. Upgrades from existing kits do not carry over to new kits, which only come with default weaponry.
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