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Items

Item Store

Weapons

Item Name Description Weapon Level Cost
Megacannon Massive weapon of destruction. The Megacannon is a converted Barge Cannon that can used by a mobile suit. It has the capability to destroy whole colonies and asteroids in a single hit. Lvl 11 120,000
Twin Buster Rifle Two buster rifles joined together Lvl 10 100,000
Beam Sabre Energy sword Lvl 8 60,000
Heat Rod Heated flexible rod used by Epyon Lvl 8 60,000
Beam Trident Energy Trident Lvl 8 60,000
Double Beam Scythe Energy scythe with 2 energy streams Lvl 8 60,000
Double Beam Gattling Gun Two Beam Gattling Guns merged together used by Heavyarms. 1,000 Ammo. 100 ammo used per shot. 130 ammo used for 30% extra damage. Lvl 8 60,000
Heat Shotels Weapon used by Quatre Lvl 8 60,000
Claws Claws that shoot out from suit that have many scythes at the end Lvl 7.5 55,000
Dober Gun Large Beam Cannon Lvl 6 45,000
Beam Gattling Gun Gattling gun that has 1,000 Ammo. 100 ammo per shot. 130 ammo per shot for 30% extra hit. 5 30,000
Buster Rifle Energy cannon used by Wing Gundam 5 30,000
Beam Scythe An energy scythe with a single stream of energy 5 30,000
Beam Glaive Pole with a stream of energy at the end of it 5 30,000
Flamethrower Thrower of Flame 4.5 25,000
Vulcans Generic cannons on the sides of Mobile Suit heads 4 20,000
Micro Missiles Tiny missles that are shot. 100 ammo; 10 ammo used per shot 4 20,000
Beam Cannon Large gun that shoots energy beams 4 20,000
Homing Missiles Missiles that have a sligher better chance to hit. +20% to hit. 100 ammo; 10 ammo used per shot 3 17,000
Bazooka Weapon that fires explosives at target 3 15,000
Beam Machine Gun Weapon that fires bursts of energy beams 2 10,000
105mm Rifle Generic rifle that everyone starts with 1.5 5,000

Miscellaneous

Buster Shield Large shield carried by Wing Zero. Can absorb 30,000 AP before needing repairs. Takes 1 week to repair. Can be used as a level 2 weapon 30,000
Planet Defensors Little electric hubs that combine together to make an electric sheild around mobile suit. Each defensor has 8,000 AP. Must have 3 defensors to activate. Can be used as a level 3 weapon. 8,000 per defensor
Crash Sheild Electric shield that encompasses the mobile suit; made up of 8 planet defensors. Can absorb 60,000 AP before collapsing. Takes 2 weeks to recharge. Can be used as a level 3 weapon 60,000
Titanium Alloy Alloy used to reinforce armor on mobile suit. Adds 5,000 AP to suit. Takes up 1 slot in Circuits For Improvement 5,000
Gundanium Alloy Alloy used to reinforce armor on mobile suit. Adds 10,000 AP to suit. Takes up 1 slot in Circuits For Improvement 15,000
Mega Battery Large battery used in combat to fully replenish energy. Takes 2 weeks to recharge 30,000
Defense Wings Wings that can fold around the suit protecting it from harm. Can absorb 45,000 AP before needing repairs. Takes 2 weeks to repair.*Cannot be worn with any other item that attachs to the back of the suit 45,000
Fuel Injected Defense Wings Wings that can fold around the suit protectinc it from harm with engines on them that add to the speed of the mobile suit. Can absorb 45,000 AP before needing reparis. Takes 2 weeks to repair. Also adds 200 to speed. Cannot be worn with any other item that attachs to the back of the suit 60,000
Vernier Boosters Boosters that attach to the back of the suit that massively increase speed.Cannot be worn with any other back-attached item. Adds 400 to speed 60,000

Ammunition

Missile ammo 100 more missiles $10000
Bullets 1,000 bullets $10,000

Systems

Epyon System System that increases battle awareness. Boosts speed by 150, mobility by 175. Takes 2 weeks to master. In the first 2 weeks, 5/7 chance suit will backfire. After 2 weeks, 1/7 chance of backfiring. Takes 2 slots in Circuits for Improvement. 35,000
Zero System System that increases battle awareness. Boosts speed by 150, mobility by 175. Takes 2 weeks to master. In the first 2 weeks, 5/7 chance suit will backfire. After 2 weeks, 1/7 chance of backfiring. Takes 2 slots in Circuits for Improvement 35,000

Stats

*take 1 slot in Circuits For Improvement each*
Attack Defense Speed Mobility Energy/stamina COST
+5 +5 +5 +5 +5 $5000
+25 +25 +25 +25 +25 $10000
+50 +50 +50 +50 +50 $15000
+100 +100 +100 +100 +100 $25000

Barge/Colony

Barge Exactly as it says. A barge. You get to name it whatever you want. Has 200,000 AP. Mobile 150,000
Colony Exactly as it says. A colony. You get to name it whatever you want. Has 200,000 AP. Not mobile. Can be set in Space or on the moon. 150,000
Barge Cannon Armament for a Barge/Colony.Damage is done per charge. Charge 1=2,000AP.
Charge 2=2,500AP.
Charge 3=3,500AP
Charge 4=4,500AP
Charge 5=6,000AP
Charge6=7,500AP
Charge 8=10,000AP. Cannot go higher than 8 charges. Hits every enemy on field.
50,000


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