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||Systems and Parts||
Space Insulation - Seal your Mobile Suit so you can travel into
space without releasing oxygen in space.
Cost: $5,000
Aquatic Insulation - To waterproof your suit from water entering
your suit or cockpit.
Cost: $4,000
Funnel Modular - This is to store all your funnels. The
modular can only hold a total of 6 funnels and can be install
anywhere inside the suit.
Cost: $9,000
Funnel System - Enable you to use the funnels according to your
commands. However, if you do not have enough experience
the funnels may not work at all.
Cost: $20,000
Zero System - A system that enhanced all of your senses focusing
only on your enemy or the ones who try to take your life away.
You will see everyone else your enemy if you do not have enough
experience handling the system. Stats: unknown.
Cost: $104,000
Homing System - Allows you to use homing missiles.
Cost: $8,000
Angel Wings - Armor wings that protect you from hard on
attacks. Also have verniers built in to give mobility.
Can travel in space (takes 2 days) and can enter Earth atmosphere
(reduce protection on wings). Armor: 70,000.
Cost: $89,000
Active Cloak - An extra armor along with a strong hyper jamer
that can make you invisible to the human eye. Armor: 25,000.
Cost: $50,000
Hyper Jamer - A device attach to your suit to give you
invisibility.
Cost: $15,000
Transformation Modular - Allows MS to change into a fighter jet form if need be.
(Need Transformation System to work right. Without it you must chose between MS or Fighter jet). Speed: 4,000.
Cost: $5,000
Transformation System - Allows MS to transform between modes to give
Mobile Suit better adaptability. Adds nothing seeing as you need it to get the Transformation
Modular to fully work.
Cost: $8,000
A.L.I.C.E. - artificial intelligence system, which will intervene many times to save the pilot's life and, over time, develop true self-awareness. Can be destroyed or damaged by an electrical surge, which means major trouble for someone who relies on it. Must be repaired if damaged by a electrical surge. (similar to the Zero System except it overrides the pilot authority/control). Stats: +89,000 (upon activation: Emotionally)
Cost: $100,000
Gravity Control Globe - A globe that emits a high gravitational pull or push from it.
Can be used to ensnare enemies, propel parent MS, or push away enemy. Power: 18,000.
Cost: $50,000
Gravity Well Generator - Creates various areas of heavy gravity that if a target is caught in it and the target moves at a high speed it will literally tear apart. However these areas are random and in the fight you could fly right into one with out even knowing. Power: 15,000.
Cost: $40,000
Bio-Sensor System - Crude form of the Psycommu system. When pilot is angered, MS gets stronger (ex.: Beam sabers get longer, beam rifle stronger, etc.) Power: 30,000 (upon activation)
Cost: $50,000
Self-Destruct - This gives you the ability to blow up your Mobile
Suit in a losing battle.
Cost: $4,000.
Verneirs - Gives the suit more mobility to fight in air and
increase speed on land. Speed: 4,000.
Cost: $7,000
Large Verneirs - Can use to fly into space and use it to travel
(takes 3 days) or it can be used to travel across a continent (take
1 day) full power (consume all of the fuel). Speed: 8,000.
Cost: $18,000
More to come.....
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