Active Cloak: the active cloak adds an extra layer of armor to your MS and has special Hyper Jammers that allow you to be invisible to the human eye. Adds +10,000 to fighting and +10,000 to AP. Protection 500%.Re-entry protection. Costs: $40,000
Hyper Jammers: Mounted on the shoulders, these devices can make you invisible to you opponents radar. adds +9500 to fighting. Costs: $20,000
Angel Wings: Similar in design to the Active Cloak, the angel wings have powerful verniers built in so that you can travel in space without a ship and these wings can lock together for protection in re-entry. adds +27,000 to AP and +35,000 to fighting. fuel 100% and Protection 1,000%. Takes 2 days to travel to a space location. Costs: $60,000
Zero System: The ultimate cockpit system. Allows the pilot to see all possible outcomes in a battle and choose the best one to follow. Must know Control Zero System. adds +200,000 to Pilot Skill and Response. Costs: $100,000
Homing System: allows you to use homing missiles. Costs: $7,000
Mobile Doll System: this allows you to give orders to a pilot-less MS to fight and train with you. Must have in order to use mobile dolls. Costs: $10,000
Epyon System: the only cockpit system designed to rival the Zero System. Shows all possible outcomes in a balle and also shows the pilot who their true enemies are. Adds +200,000 to Pilot Skill and Response. Must know Control Epyon System. Costs: $100,000
Mobile Trace System: this system allows you to control your MS with body movements, so anything you do the suit will do. Must know Control Mobile Trace System. Adds +50,000 to Pilot Response. Costs: $30,000
Shining Finger: Adds heat generaters to one hand of your gundam, allowing it to perform the Shining Finger, an extremely high temp. grasp usually to the face of an enemy MS. Must know Shining Finger pilot ability. Costs: $20,000
God Finger: Improved version of the shining finger. must know Shining Finger and God Finger pilot skills and have Shining Finger upgrade. Costs: 35,000
Darkness Finger: Special enhancement to one hand of your gundam that allows it to draw upon the powers of darkness to energize the hand to extreme temp. allowing it to perform the Darkness Finger, an extremely high temp. grasp usually to the face of an enemy MS. Has the power to cancel out or even overpower the Shining and God Finger Upgrade. Must know Darkness finger pilot ability. Costs: $25,000
Circuit Breakers: this upgrade allows you to draw on limited energy reserves when something causes your suit to lose power. This chip does not restore energy but only gives enough power for either a hasty retreat or one last attack. Costs: $24,000
Shoulder Armor Spikes: adds +20,000 to fighting and +15,000 to power. Costs: $15,000
EMP Laser: placed in the head of an MS or in the torso, it fires a short range beam that knocks out all forms of communication and sensor equipment for a few minutes until the CPU system can recover. Costs: $25,000
Melee Weapon Holder: a compartment that allows a gundam to store one extra melee weapon that can be used in battle. Only one per Gundam. Costs: $20,000
Ranged Weapon Holder: a compartment that allows a gundam to store one extra ranged weapon that can be used in battle. Only one per Gundam. Costs: $20,000
Beam Weapon Power Cord: a cord that attaches to a beam weapon which connects it to the energy of the Gundam's power core in order to greatly enhance the power of the beam weapon. Costs: $15,000
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