Vehicular Weapons

Whether a sleek sports car, a main battle tank, a combat mecha, or a space fighter, it can be found and built here ... at a premium.
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Vehicular Weapons

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Post by Hal_Emmerich »

Vehicular Weapons

Template:
Weapon Name
Class: (Vehicle Classes that can equip item)
Cost: (in credits)
Targets: (Air/Ground/All, # of Targets, # of hits)
Uses: (Ammo, or the CP/RP cost)
Damage: (In HP and AP)
Roll Bonus: (+ or -, and which targets it gains bonuses from)

Melee

Melee weapons are direct combat modules that are used by different styles of mecha. While most of these are very basic in design and many would assume that a vehicle simply having a hull would constitute having a weapon, it's not quite so, as it requires specially designed hulls and chasses to withstand the physical impact of vehicle-to-vehicle combat.

Melee weapons are generally limited to one strike on an enemy target, sometimes will require power, and can only be used on enemies in the same Area as the vehicle.
SWD - High Frequency Sword
Class: Mecha
Cost: 14,560 gil
Targets: All, 1 target
Uses: Unlimited
Damage: 10,000 HP / 1 AP
Roll Bonus: 0

FST - Reinforced Fists/Feet
Class: Mecha
Cost: 14,560 gil
Targets: All, 1 target
Uses: Unlimited
Damage: 10,000 HP / 1 AP
Roll Bonus: 0

LNC - Lance
Class: Mecha
Cost: 24,000 gil
Targets: All, 1 target
Uses: Unlimited
Damage: 30,000 HP / 3 AP
Roll Bonus: 0

RAM - Ram Plate
Class: Ground
Cost: 14,560 gil
Targets: Ground, 1 target
Uses: Unlimited
Damage: 10,000 HP / 1 AP
Roll Bonus: 0

SLSH - Slashers
Class: Ground
Cost: 19,280 gil
Targets: Ground, 1 target
Uses: Unlimited
Damage: 10,000 HP / 1 AP, destroys Ground Effect-type modules only.
Roll Bonus: 0

ESWD - Energy Sword
Class: Mecha
Cost: 24,000 gil
Targets: All, 1 target
Uses: Energy - 2 points
Damage: 30,000 HP / 3 AP
Roll Bonus: +10

UMK - UM Knife
Class: Mecha
Cost: N/A
Targets: All, 1 target
Uses: Energy - 4 points
Damage: 20,000 HP / 2 APx3, irreparable
Roll Bonus: 0

WFST - Wave Fist
Class: N/A
Cost: N/A
Targets: All, 1 target
Uses: Energy - 8 points
Damage: 40,000 HP / 4 AP
Roll Bonus: +15
Cannons

Cannons are the simplest of weaponry, requiring no energy to fire and most carrying a near infinite supply. They are also the most effective against infantry, due to their high damage or chances for suppressing fire. Cannon weaponry is generally less effective against vehicles, if at all.

Specifications in parentheses are only suggested types of weapons that fit this classification, not strict assignments.
VLMG - Very Light Machine Gun (.38 single-barrel)
Class: Ground, Mech, Air, Aerospace
Cost: 18,200 gil
DC: 7500
Targets: All. 1 target
Uses: Unlimited
Damage: 15,000 HP / 0 AP
Roll Bonus: -10

LMG - Light Machine Gun (.50 single-barrel)
Class: Ground, Mech, Air, Aerospace
Cost: 30,000 gil
DC: 10000
Targets: All. 2 targets (Suppressing Fire)
Uses: Unlimited
Damage: 45,000 HP / 0 AP
Roll Bonus: -10

HMG - Heavy Machine Gun (.50 double-barrel)
Class: Ground, Mech, Air, Aerospace (occupies 2 Hard Points)
Cost: 43,500 gil
DC: 15000
Targets: All. 3 targets (Suppressing Fire), 1 Vehicle
Uses: Unlimited
Damage: 150,000 HP / 1 AP
Roll Bonus: -10

FGC - Frag Cannon (40mm grenade)
Class: Ground, Mech, Air, Aerospace (occupies 2 Hard Points)
Cost: 43,500 gil
DC: 8000
Targets: All. 5 Targets (Area of Effect), No damage to targets behind cover
Uses: Unlimited
Damage: 35,000 HP / 2 AP
Roll Bonus: 0

VLAPC - Very Light Armor-Piercing Cannon (40mm)
Class: Ground, Mech
Cost: 18,200 gil
DC: 4000
Targets: Ground, 1 target
Uses: Unlimited
Damage: 10,000 HP / 1 APx2
Roll Bonus: 0

LAPC - Light Armor-Piercing Cannon (120mm)
Class: Ground, Mech
Cost: 30,000 gil
DC: 8000
Targets: Ground, 1 target
Uses: Unlimited
Damage: 25,000 HP / 1 APx3
Roll Bonus: 0

MAPC - Medium Armor-Piercing Cannon (360mm)
Class: Ground, Mech
Cost: 43,500 gil
DC: 16000
Targets: Ground, 1 target
Uses: Unlimited (Requires 1 round to reload)
Damage: 50,000 HP / 2 APx2
Roll Bonus: -5

HAPC - Heavy Armor-Piercing Cannon (540mm)
Class: Ground, Mech (occupies 2 hard points)
Cost: 57,000 gil
DC: 4000
Targets: Ground, 1 target
Uses: Unlimited (Requires 1 round to reload)
Damage: 75,000 HP / 2 APx3
Roll Bonus: -10

VLRF - Very Light Rifle (20mm tungsten)
Class: Mech
Cost: 24,100 gil
DC: 2000
Targets: All. 1 Target
Uses: Unlimited
Damage: 30,000 HP / 1 AP
Roll Bonus: -10

LRF - Light Rifle (60mm tungsten)
Class: Mech
Cost: 43,500 gil
DC: 4000
Targets: All. 1 Target
Uses: Unlimited
Damage: 60,000 HP / 1 APx2
Roll Bonus: +2

MRF - Medium Rifle (120mm tungsten)
Class: Mech
Cost: 57,000 gil
DC: 8000
Targets: All. 1 Target
Uses: Unlimited
Damage: 100,000 HP / 2 APx2
Roll Bonus: +5

HRF - Heavy Rifle (210mm tungsten)
Class: Mech (occupies 2 Hard Points)
Cost: 77,250 gil
DC: 16000
Targets: All. 1 Target
Uses: Unlimited (shooter must be stationary)
Damage: 200,000 HP / 2 APx3
Roll Bonus: +10

LAAC - Light Anti Air Cannon (30mm twin-linked gatling)
Class: Ground, Mech
Cost: 43,500 gil
DC: 4000
Targets: Air, 1 Target
Uses: Unlimited
Damage: 50,000 HP / 1 AP
Roll Bonus: +5

MAAC - Medium Anti Air Cannon (40mm flak)
Class: Ground, Mech
Cost: 57,000 gil
DC: 8000
Targets: Air, 1 Target
Uses: Unlimited
Damage: 150,000 HP / 2 AP
Roll Bonus: +5

HAAC - Heavy Anti Air Cannon (60mm charged flak)
Class: Ground, Mech (occupies 2 Hard Points)
Cost: 63,750 gil
DC: 16000
Targets: Air, 1 Target
Uses: Unlimited
Damage: 150,000 HP / 3 AP
Roll Bonus: +5

VLAC - Very Light Auto Cannon (20mm HEDP)
Class: Ground, Mech, Air, Aerospace (occupies 2 Hard Points)
Cost: 24,100 gil
DC: 4000
Targets: All, 2 Targets
Uses: Unlimited
Damage: 10,000 HP & Knockdown / 2 AP
Roll Bonus: +5

LAC - Light Auto Cannon (40mm sabot)
Class: Ground, Mech, Air, Aerospace (occupies 2 Hard Points)
Cost: 30,000 gil
DC: 6000
Targets: All, 3 Targets
Uses: Unlimited
Damage: 20,000 HP & Knockdown / 2 AP
Roll Bonus: +5

MAC - Medium Auto Cannon (60mm HEAT)
Class: Ground, Mech, Air, Aerospace (occupies 3 Hard Points)
Cost: 57,000 gil
DC: 12000
Targets: All, 4 Targets
Uses: Unlimited
Damage: 50,000 HP & Knockback / 3 AP
Roll Bonus: +5

HAC - Heavy Auto Cannon (80mm HEAT)
Class: Ground, Mech, Air, Aerospace (occupies 4 Hard Points)
Cost: 77,250 gil
DC: 24000
Targets: All, 4 Targets
Uses: Unlimited
Damage: 150,000 HP & Knockback / 4 AP
Roll Bonus: +5
Rockets and Missiles

Rockets and missiles make up the best conventional anti-armor, projectiles carrying ballistic loads that detonate on impact.

Rockets are unguided and thus unsuited for most moving targets. Rockets may be configured to fire in clusters. Unless the target is the same size or larger than yourself, more rockets only give you more chances to hit at once, and deal the same damage regardless of amount fired.
Using Rockets: Rockets are fired either alone or in clusters. This is listed as "(Number of Shots)x(Number of Rockets fired)" Each "shot" represents 1 vehicle Action, whereas the rockets fire gives chances to strike. For instance: (8x1, 4x2) means a rocket weapon can fire 1 rocket 8 times (1 roll), or fire 2 rockets 4 times (2 simultaneous rolls). Regardless of how many rockets strike the target, however, the same damage is dealt.


Missiles are extremely accurate, long-distance projectiles that seek targets via some tracking system, whether heat-, radar-, laser-, or other designation. These weapons fire one at a time, but reliably strike moving targets.
VLRP/8 - Very Light Rocket Pack (8 rockets)
Class: Ground, Mech, Air, Aerospace, Space
Cost: 22,750 gil
DC: 9000
Targets: All
Uses: Ammo (8x1, 4x2)
Damage: 20,000 HP, 2 AP
Roll Bonus: -5

VLRP/32 - Very Light Rocket Pack (32 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 2 Hard Points)
Cost: 30,125 gil
DC: 18000
Targets: All
Uses: Ammo (32x1, 16x2, 8x4)
Damage: 20,000 HP, 2 AP
Roll Bonus: -5

VLRP/128 - Very Light Rocket Pack (128 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 4 Hard Points)
Cost: 37,500 gil
DC: 36000
Targets: All
Uses: Ammo (128x1, 64x2, 32x4, 16x8)
Damage: 20,000 HP, 2 AP
Roll Bonus: -5

LRP/8 - Light Rocket Pack (8 rockets)
Class: Ground, Mech, Air, Aerospace, Space
Cost: 30,125 gil
DC: 5000
Targets: All
Uses: Ammo (8x1, 4x2)
Damage: 40,000 HP, 4 AP
Roll Bonus: -10

LRP/16 - Light Rocket Pack (16 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 2 Hard Points)
Cost: 37,500 gil
DC: 10000
Targets: All
Uses: Ammo (16x1, 8x2, 4x4)
Damage: 40,000 HP, 4 AP
Roll Bonus: -10

LRP/24 - Light Rocket Pack (24 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 2 Hard Points)
Cost: 54,375 gil
DC: 15000
Targets: All
Uses: Ammo (24x1, 12x2, 6x4)
Damage: 40,000 HP, 4 AP
Roll Bonus: -10

LRP/32 - Light Rocket Pack (32 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 4 Hard Points)
Cost: 71,250 gil
DC: 20000
Targets: All
Uses: Ammo (32x1, 16x2, 8x4)
Damage: 40,000 HP, 4 AP
Roll Bonus: -10

MRP/9 - Medium Rocket Pack (9 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 2 Hard Points)
Cost: 37,500 gil
DC: 6000
Targets: All
Uses: Ammo (9x1, 3x3)
Damage: 60,000 HP, 6 AP
Roll Bonus: -15

MRP/18 - Medium Rocket Pack (18 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 3 Hard Points)
Cost: 54,375 gil
DC: 12000
Targets: All
Uses: Ammo (18x1, 9x2, 6x3)
Damage: 60,000 HP, 6 AP
Roll Bonus: -15

MRP/36 - Medium Rocket Pack (36 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 5 Hard Points)
Cost: 71,250 gil
DC: 24000
Targets: All
Uses: Ammo (36x1, 18x2, 9x4)
Damage: 60,000 HP, 6 AP
Roll Bonus: -15

IRP/10 - Incendiary Rocket Pack (10 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 5 Hard Points)
Cost: 71,250 gil
DC: 9500
Targets: All
Uses: Ammo (10x1)
Damage: 30,000 HP + Chronic Burn Status, 2 AP/Fire
Roll Bonus: -15

IRP/20 - Incendiary Rocket Pack (20 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 5 Hard Points)
Cost: 79,700 gil
DC: 12500
Targets: All
Uses: Ammo (20x1, 10x2)
Damage: 30,000 HP + Chronic Burn Status, 2 AP/Fire
Roll Bonus: -15

IRP/30 - Incendiary Rocket Pack (30 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 9 Hard Points)
Cost: 96,500 gil
DC: 16500
Targets: All
Uses: Ammo (30x1, 15x2)
Damage: 30,000 HP + Chronic Burn Status, 2 AP/Fire
Roll Bonus: -15

HRP/24 - Heavy Rocket Pack (24 Rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 10 Hard Points)
Cost: 96,500 gil
DC: 10000
Targets: All
Uses: Ammo (24x1)
Damage: 100,000 HP, 10 AP
Roll Bonus: -35

AAM - Anti-Aircraft Missile
Class: Ground, Mech, Air, Aerospace, Space
Cost: 118,875 gil
DC: 6000
Targets: Air
Uses: Ammo (2x1)
Damage: 70,000 HP, 6 AP
Roll Bonus: +5

ABM - Airburst Missile
Class: Ground, Mech, Air, Aerospace, Space (occupies 2 Hard Points)
Cost: 118,875 gil
DC: 8000
Targets: Air
Uses: Ammo (2x1)
Damage: 70,000 HP, 3 AP
Roll Bonus: +15

AMM - Anti Mech Missile
Class: Ground, Mech, Air, Aerospace, Space
Cost: 140,625 gil
DC: 11000
Targets: Ground
Uses: Ammo (2x1)
Damage: 100,000 HP, 6 AP
Roll Bonus: -5

ATM - Anti Tank Missile
Class: Ground, Mech, Air, Aerospace, Space
Cost: 146,625 gil
DC: 9000
Targets: Ground
Uses: Ammo (2x1)
Damage: 60,000 HP, 4 AP
Roll Bonus: +5

HATM - Heavy Anti Tank Missile
Class: Ground, Mech, Air, Aerospace, Space (occupies 2 Hard Points)
Cost: 174,375 gil
DC: 25000
Targets: Ground
Uses: Ammo (1)
Damage: 60,000 HP, 15 AP
Roll Bonus: +5
Recoilless

Recoilless munitions are point-to-point, line-of-sight rocket delivery systems. These include TOW (tube-launched, optically-tracked, wire-guided) missiles and traditional recoilless rifle models. These are extremely potent ground-to-ground anti-armor weapons, and are near must-haves in modern armor engagements.
LFZ - Light Panzerfaust
Class: Ground, Mech
Cost: 22,750 gil
DC: 8000
Targets: Ground
Uses: Ammo (1)
Damage: 50,000 HP, 4 AP
Roll Bonus: +15

MFZ - Medium Panzerfaust
Class: Ground, Mech
Cost: 30,125 gil
DC: 16000
Targets: Ground
Uses: Ammo (1)
Damage: 50,000 HP, 8 AP
Roll Bonus: +15

HFZ - Heavy Panzerfaust
Class: Ground, Mech
Cost: 37,500 gil
DC: 18000
Targets: Ground
Uses: Ammo (1)
Damage: 50,000 HP, 12 AP
Roll Bonus: +15

RFB - Rapid Fire Bazooka
Class: Ground, Mech
Cost: 30,125 gil
DC: 4000
Targets: Ground
Uses: Ammo (4xBurst)
Damage: 18,000 HP, 2 AP, Suppressing Fire vs Ground Vehicles
Roll Bonus: +10

LBZK - Light Bazooka
Class: Ground, Mech
DC: 37,500 gil
Cost: 250000
Targets: Ground
Uses: Ammo (4)
Damage: 25,000 HP, 3 AP
Roll Bonus: +10

MBZK - Medium Bazooka
Class: Ground, Mech
Cost: 54,375 gil
DC: 16000
Targets: Ground
Uses: Ammo (4)
Damage: 25,000 HP, 6 AP
Roll Bonus: +10

HBZK - Heavy Bazooka
Class: Ground, Mech
Cost: 71,250 gil
DC: 20000
Targets: Ground
Uses: Ammo (2)
Damage: 25,000 HP, 9 AP
Roll Bonus: +10
Support

Support weapons are those that don't easily fit into other categories. These special weapons fulfill utility functions and can be used for indirect combat operations, such as bombardment or suppression.
LFL - Light Flamethrower
Class: Ground, Mech (100 units of Fuel per Hard Point)
Cost: 27,300 gil
DC: 4000
Targets: Ground
Uses: Fuel (10x1)
Damage: 20,000 HP and Terminal Burn, 0 AP, Suppressing Fire
Roll Bonus: +15

MFL - Medium Flamethrower
Class: Ground, Mech (100 units of Fuel per Hard Point)
Cost: 36,150 gil
DC: 8500
Targets: Ground
Uses: Fuel (25x1)
Damage: 30,000 HP and Terminal Burn, 0 AP, Suppressing Fire
Roll Bonus: +15

HFL - Heavy Flamethrower
Class: Ground, Mech (100 units of Fuel per Hard Point)
Cost: 45,000 gil
DC: 17000
Targets: Ground
Uses: Fuel (50x1)
Damage: 60,000 HP and Terminal Burn, 0 AP, Suppressing Fire
Roll Bonus: +15

APM - Anti-Personnel Mortar
Class: Ground, Mech
Cost: 36,150 gil
DC: 12000
Targets: Ground, 1 Area
Uses: Ammo (5)
Damage: 40,000 HP, 0 AP
Roll Bonus: +20

LGM - Light Guided Mortar
Class: Ground, Mech
Cost: 45,000 gil
DC: 10000
Targets: Ground, 1 Area
Uses: Ammo (5)
Damage: 20,000 HP, 2 AP
Roll Bonus: +20

HGM - Heavy Guided Mortar
Class: Ground, Mech
Cost: 65,250 gil
DC: 20000
Targets: Ground, 1 Area
Uses: Ammo (5)
Damage: 20,000 HP, 6 AP
Roll Bonus: +20

LFM - Light Field Mortar
Class: Ground, Mech
Cost: 45,000 gil
DC: 8000
Targets: Ground, 2 Areas
Uses: Ammo (5)
Damage: 20,000 HP, 2 AP, Mild Suppressing Fire
Roll Bonus: 0

MFM - Medium Field Mortar
Class: Ground, Mech
Cost: 65,250 gil
DC: 16000
Targets: Ground, 2 Areas
Uses: Ammo (5)
Damage: 40,000 HP, 4 AP, Acute Suppressing Fire
Roll Bonus: 0

HFM - Heavy Field Mortar
Class: Ground, Mech
Cost: 95,625 gil
DC: 220000
Targets: Ground, 2 Areas
Uses: Ammo (5)
Damage: 60,000 HP, 6 AP, Chronic Suppressing Fire
Roll Bonus: 0

LAG - Light Artillery Gun
Class: Ground
Cost: 95,625 gil
DC: 9000
Targets: Ground, 1 Area
Uses: Unlimited
Damage: 75,000 HP, Unbraceable, Knockback / 3 AP
Roll Bonus: -5

LFG - Light Field Gun
Class: Ground, Mech (occupies 3 Hard Points)
Cost: 115,875 gil
DC:110000
Targets: Ground, 1 Target
Uses: Unlimited (requires 2 rounds to set up) (shooter must be stationary)
Damage: 50,000 HP, Unbraceable, Knockback / 5 AP
Roll Bonus: 0

HFG - Heavy Field Gun
Class: Ground, Mech (occupies 6 Hard Points)
Cost: 142,650 gil
DC: 120000
Targets: Ground, 4 Targets or 1 Vehicle
Uses: Unlimited (requires 5 rounds to set up) (shooter must be stationary)
Damage: 50,000 HP, Unbraceable, Knockback / 8 AP
Roll Bonus: +2

VHFG - Very Heavy Field Gun
Class: Ground, Mech (occupies 10 Hard Points)
Cost: 175,950 gil
DC: 32000
Targets: Ground, 4 Targets or 1 Vehicle
Uses: Unlimited (requires 10 rounds to set up) (shooter must be stationary)
Damage: 50,000 HP, Unbraceable, Knockback / 12 AP
Roll Bonus: +3
Advanced

Advanced weaponry are generally superior in one way or another to conventional weaponry. These are heavily energy-based, utilizing applied sciences to develop powerful munitions capable of heavy destruction.
LMW - Light Microwave Cannon
Class: Ground, Mech, Air, Aerospace, Space
Cost: 36,400 gil
DC: 10000
Targets: All, 1 target
Uses: Energy - 2 points
Damage: 0 HP, 0 AP - Saps 5 points of energy from CP/RP
Roll Bonus: 0

MMW - Medium Microwave Cannon
Class: Ground, Mech, Air, Aerospace, Space
Cost: 48,200 gil
DC: 20000
Targets: All, 1 target
Uses: Energy - 2 points
Damage: 0 HP, 0 AP - Saps 10 points of energy from CP/RP
Roll Bonus: 0

HMW - Heavy Microwave Cannon
Class: Ground, Mech, Air, Aerospace, Space
Cost: 60,000 gil
DC: 40000
Targets: All, 1 target
Uses: Energy - 2 points
Damage: 0 HP, 0 AP - Saps 20 points of energy from CP/RP
Roll Bonus: 0

LPA - Light Particle Accelerator
Class: Ground, Mech, Space
Cost: 36,400 gil
DC: 14000
Targets: All, 1 target
Uses: Energy - 3 points
Damage: 1 AP, ignores armor
Roll Bonus: +5

HPA - Heavy Particle Accelerator
Class: Ground, Mech, Capital Ship
Cost: 48,200 gil
DC: 28000
Targets: All, 1 target
Uses: Energy - 6 points
Damage: 3 AP, ignores armor
Roll Bonus: +5

LRG - Light Railgun
Class: Ground, Mecha
Cost: 48,200 gil
DC: 8000
Targets: Ground, Space, 1 target
Uses: Energy - 1 point
Damage: 15,000 HP, 3 AP
Roll Bonus: +10

HRG - Heavy Railgun
Class: Ground, Mecha
Cost: 60,000 gil
DC: 18000
Targets: Ground, Space, 1 target
Uses: Energy - 2 points
Damage: 30,000 HP, 6 AP
Roll Bonus: +20

SLC - Sniping Laser
Class: Ground, Mecha
Cost: 87,000 gil
DC: 25000
Targets: All, 1 target
Uses: Energy - 1 point
Damage: 50,000 HP, 1 AP (irreparable)
Roll Bonus: +50

HGLC - Gatling Laser
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 36,400 gil
DC: 25000
Targets: All, 1 Area
Uses: Energy - 1 point
Damage: 10,000 HP, 0 AP, Acute Suppressing Fire
Roll Bonus: 0

LLC - Light Laser Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 36,400 gil
DC: 10000
Targets: All, 1 target
Uses: Energy - 1 point
Damage: 20,000 HP, 1 AP
Roll Bonus: +5

HLC - Heavy Laser Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 48,200 gil
DC: 20000
Targets: All, 1 target
Uses: Energy - 2 points
Damage: 30,000 HP, 2 AP
Roll Bonus: +5

LPLC - Light Pulse Laser Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 63,400 gil
DC: 5000
Targets: All, 1 target
Uses: Energy - 1 point
Damage: 5,000 HP, 1 AP (irreparable)
Roll Bonus: +5

HPLC - Heavy Pulse Laser Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 48,200 gil
DC: 10000
Targets: All, 1 target
Uses: Energy - 2 points
Damage: 10,000 HP, 2 AP (irreparable)
Roll Bonus: +5

PRT - Proton Torpedo
Class: Aerospace, Space
Cost: 48,200 gil
DC: 8000
Targets: Space, 1 target
Uses: Ammo (5), Energy - 1 point
Damage: 20,000 HP, 3 AP
Roll Bonus: -10

PHT - Photon Torpedo
Class: Aerospace, Space
Cost: 60,000 gil
DC: 10000
Targets: Space, 1 target
Uses: Ammo (5) Energy - 1 point
Damage: 40,000 HP, 5 AP
Roll Bonus: -10

LIC - Light Ion Cannon
Class: Ground, Mecha, Space
Cost: 87,000 gil
DC: 12000
Targets: All, 1 target
Uses: Energy - 3 points
Damage: 40,000 HP, 3 AP
Roll Bonus: -10

MIC - Medium Ion Cannon
Class: Ground, Mecha, Space
Cost: 114,000 gil
DC: 20000
Targets: All, 1 target / Bombardment, 1 Area
Uses: Energy - 6 points
Damage: 80,000 HP, 6 AP / Suppressing Fire
Roll Bonus: -10

HIC - Heavy Ion Cannon
Class: Ground, Mecha, Space
Cost: 127,500 gil
Targets: All, 1 target / Bombardment, 2 Areas
Uses: Energy - 12 points
Damage: 120,000 HP, 10 AP / Suppressing Fire
Roll Bonus: -25

PTB - Phaser Tank Battery
Class: Aerospace, Space, Ground (Heavy or above)
Cost: 60,000 gil
Targets: All
Uses: Energy - 8 points
Damage: 50,000 HP, 5 AP
Roll Bonus: 0

PHA - Phaser Array
Class: Aerospace, Space
Cost: 48,200 gil
Targets: All, 1 target
Uses: Energy - 2 points
Damage: 15,000 HP, 2 AP
Roll Bonus: +15

MPA - Multi Phaser Array
Class: Aerospace, Space
Cost: 60,000 gil
Targets: Aerospace, Space, up to 3 targets
Uses: Energy - 3 points
Damage: 15,000 HP, 2 AP
Roll Bonus: +15

TCD - Tri-Cobalt Device
Class: Aerospace, Space
Cost: 190,200 gil
Targets: Space
Uses: Ammo (1)
Damage: 150,000 HP, 30 AP
Roll Bonus: 0

DRM - Dimensional Rift Missiles
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 114,000 gil
Targets: All, 1 target
Uses: Ammo (5), Energy - 5 points
Damage: 50,000 HP, 2 AP
Roll Bonus: +20

WFC - Warp Flux Cannon
Class: Space
Cost: 234,600 gil
Targets: All, 1 target
Uses: Energy - 20 points
Damage: 200,000 HP, 10 AP
Roll Bonus: 0

AMC - Anti-Matter Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 279,000 gil
Targets: 1 Area, Bombardment
Uses: Energy - 30 points
Damage: 500,000 HP, 50 AP
Roll Bonus: 0
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

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