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sphere armor:$200- blocks 120 damage earth sphere guard:$200- a troop loyal to earth sphere. earth sphere pilot:$300- a pilot loyal to earth sphere. Space Assualt Rifle:$500- a rifle used in space. Space Fighter Jet:$2,000- a space jet fighter. Space Suit Armor:$4,000-lets you survive in space and blocks 250 damage. Oz armor:$400- blocks 150 damage Oz guard:$200- a troop loyal to Oz. Oz pilot:$300- a pilot loyal to Oz. Mobile Doll System:$10,000- a computurised system is installed into selected mobile suits and respond to your commands just like a pilot. Planet Defensorx4:$4,000- 4 devices that encircle your suit and erect an energy barrier around it, this shield deactivates and must be repaired after taking 8,000 damage.(1,000 lbs) Zero System:$95,000- the newest training system, this system shows you what your opponents next moves could be and the best way to counter them, but drives the weak to madness. This doubles your suit's maneuverability. Oz Suit Upgrade:$150,000- the newest technologies and equipment are used to upgrade Oz's fighting force to its maximum capability. This upgrade increases hp by 5,000, armor 75 by and increases maximum weight capacity by 5,000(this already has the weight deducted from the additional armor). Planetary Defensor upgrade:$75,000- this remojulates the defensor system to increase its protection by 30,000. White Fang armor:$250- blocks 110 damage White Fang guard:$200- a troop loyal to White Fang. White Fang pilot:$300- a pilot loyal to White Fang. Mobile Doll System:$10,000- a computurised system is installed into selected mobile suits and respond to your commands just like a pilot. Planet Defensorx8:$8,000- 8 devices that encircle your suit and erect an energy barrier around it, this shield deactivates and must be repaired after taking 16,000 damage.(1,500 lbs) Sanc Kingdom armor:$120- blocks 100 damage Sanc med kits:$200- heals damage done to your character by 50. escort:$5,000- Sanc Kingdom guards will provide you with a safe escort from their location then they will return once you have reached your destination. space engineer:$1,000- will aid in repairs scientist:$5,000- can aid in calculations as well as a few repairs rebel camo armor:$200- blocks 105 damage and blends in with dirt and sand rebel guard:$200- a troop loyal to no one, but their own kind. rebel pilot:$300- a pilot loyal to no one, but their own kind. Gundam armor:$300- blocks 140 damage Gundam guard:$200- a troop loyal to the Gundam Pilots and their cause. Gundam pilot:$300- a pilot loyal to the Gundam Pilots and their cause. Gundanium Alloy Upgrade:$200,000- this is a metal that surpasses any other known alloy in defensive structure. This alloy increases your suits armor by 150, cuts damage done by missles in half, but weighs 5,000 lbs. (can only be done once) Hand gun:$50- fires a bullet at your enemy clips:$50- 6 bullets per clip for hand gun Rifle:$100- fires a bullet at your enemy with a longer range bullets:$1- ammo for rifle Rocket Launcher:$3,000- fires a rocket missle ay your enemy, deals 200 damage. Tank:$4,000- fires a bullet type missle at your enemy, deals 1,000 damage(2,000 hp). Fighter Jet:$5,000- can fire bullets dealing 100 damage or missles dealing 1,500 damage(4,000 hp). med kit:$500- restores 20 health sword:$100- used in duels dagger:$50- used in duels and by assasins demolitions kit:$500- defuses bombs and other explosives lock picking kit:$500- aids in picking locks standard armor:$50- 75/75 protection against damage grenades:$150- thrown at enemy or walls, causes an explosion that deals 75 damage or blows a hole in a wall. C4 explosives:$600- used to destroy buildings and other machinary machine gun:$1,000- a machine gun machine gun rounds:$50- ammo for the machine gun first aid kit:$1,000- a first aid kit, carries enough supplies to heal minor wounds up to 5 times(1/3 health each time). Sniper Rifle:$2,000- a sniper rifle with scope. Sniper Rifle Ammo:$500- ammo for the sniper rifle (12 bullets to a clip) Rifle Scope:$1,000- a rifle scope Silencer:$5,000- this silences the noise guns make when they fire doctor:$0 - 10,000- will give you medical care if you need it then charge you depending on your status and position as well as your faction. If you want to reanimate someone it will cost you $50,000. Armor upgrade:$5,000- increases armor by 5 each upgrade. (10 lbs) Standard Gundam/Suit upgrade:$75,000- this increases a suit's stats. The suit's HP increase by 2,000; armor increases by 50 and it gains 5,000 additional pounds to its maximum weight capacity(100 of the additional weight will be deducted because of the armor increase). Retro Booters:$5,000- increases your Maneuverability by 5. shield:$500-blocks all damage from an attack, destroyed if hit by rocket or an attack of 2,000 or more. (300 lbs) machine gun:$1,000- machine gun(100 damage per clip). (500 lbs) Machine gun ammo:$100- a clip of ammo(10 shots per clip).(2 lbs) chain rifle:$1,000- a rapid firing rifle(100 damage per clip). (500 lbs) chain rifle ammo:$100- chain rifle ammo(50 shots per clip). (2 lbs) energy saber:$500- a energy sword(500 damage). (300 lbs) beam saber:$2,000- an advanced energy saber (1,500 damage)(500 lbs) beam sword:$3,000- an advanced beam saber (3,000 damage)(900 lbs) dober gun:$5,000- an energy gun (1,000 damage) (1,000 lbs) Dober upgrade:$30,000- increases damage of dober gun by 4,000. Launcher:$10,000- rocket launcher that fires a missle(3,000 damage).(2,000 lbs) Rocket:$2,000- ammo for the rocket launcher. (1,000 lbs) Beam Scythe$5,000- a energy scythe(2,500 damage). (500 lbs) Beam Scythe upgrade$10,000- the beam scythe now has two blades, this increases damage 2 fold and increases the weight by 200 lbs. Steel Scythes:$6,000- a metal scythe, shorter than an actual beam scythe, come in pairs of two(2,000 damage). (300 lbs) Gatling gun:$10,000- a rotating hand held gun. (1,000 lbs) Gatling gun ammo:$1,000- Gatling gun ammo, 200 shots per clip(2,000 per clip)(100 lbs) Cloaking Device:$20,000- enables your mobile suit to move undected by radar(2,000 lbs) Twin Trident:$10,000- an energy trident with beams at both ends, deals 100 - 7,000 damage(1,500 lbs) Beam Cannon:$40,000- a powerful energy weapon, 10,000 damage(3,000 lbs) Beam Cannon upgrade:$50,000- this triples the damage done by the beam cannon and adds 1,000 lbs to the gun's weight Beam Cannon ammo:$4,000- beam cannon ammo, 10 shots per clip(200 lbs) missle pods:$5,000- missle launchers attached to your suits shoulders( 500 lbs) regular missle:$250- a missle that fires in a straight line trojectory (50 lbs) homing missle:$500- a missle that follows its target until it hits or is destroyed (100 lbs) torpedo launcherx4:$6,000- a 4 barrel torpedo launcher (3,000 lbs) torpedo launcherx12:$15,000- a 12 barrel torpedo launcher (6,000 lbs) torpedo rocket:$1,000- torpedo launcher ammo (2,000 damage; works underwater only)(150 lbs) Buster rifle:$50,000 - a high powered beam weapon (20,000 damage) (5,000 lbs) Buster rifle upgrade:$90,000- this upgrades the buster rifle to double barrel, hence doubling its damage, this also increases its weight by 2,500 lbs Buster rifle ammo:$5,000- buster rifle ammo, 1 per clip(500 lbs) crash shield:$10,000- blocks all damage from an attack, destroyed if hit by an attack of 15,000 or more. (600 lbs) planet defensorx10:$20,000- 10 devices that encircle your suit and erect an energy barrier around it, this shield deactivates and must be repaired after taking 20,000 damage.(2,000 lbs) Beam Rifle:$35,000- a laser powered rifle.(1,500 lbs) energy cell:$1,000- ammo for the beam rifle, 20 shots per cell, deals 1,000 damage per shot. (250 lbs) beam gun:$30,000- a beam laser weapon. (1,000 lbs) beam gun ammo:$2,000- ammo for the beam gun, 6 shots per cell, deals 5,000 damage per shot. (400 lbs) army knife:$1,000- a knife, deals 1,000 damage. (500 lbs) generic energy weapon upgrade:$45,000- this doubles the damage dealt by that weapon. Power Ammo:$50,000- this ammo can be used in any gun. It doubles the normal damage of that gun. This comes in packs of 10. (500 lbs) More Coming Soon Turbo Lasers:$10,000- these are laser guns installed at key sectors in your base, these guns prevent any mobile suits from landing and flying over you base unless you allow them. Turbo Laser Upgrade:$45,000- this reformats your current turbo lasers with a new energy system. This new energy format doubles your current turbo laser damage. Missle Silos:$15,000- these are missle installations in your base, these missles are launched to prevent any mobile suits from landing and flying over you base and can be used as a counter attack/defense system. Ammunition for these silos are regular or homing missles. Armor Plating:$50,000- This is fitted onto your outpost's outer structure, increasing its hull rating by 100,000. (this can only be done once, but once it is destroyed it can be replaced) Energy Shield:$30,000- this raises a energy shield around your outpost or base. This shield blocks all damage from explosions and other high powered energy blasts for 150,000 damage. Since this shield requires so much energy to keep running and using your outpost's energy reserves wouldn't add more than 15,000 damage resistance, inturn your base would then be defenseless (meaning your outer and inner defenses would no longer be online). You can and would be best if you purchased power generators to keep your base running if it's power source is cut off through sabotage and shield generators to keep your energy shield running(if you have one). Wooden Doors:$25- regular wooden doors, easily smashed Metal Doors:$100- metal doors, harder to smash, requires C4 to destroy them. Alarms:$100- alerts owner to intruders and brings all guards to duty/partol. Security Cameras:$500- these are cameras that survey and keep watch over your outpost/base. Electric Fields:$5,000- electric barriers erected in place of doorways that block enterance to that area. Trap Doors:$3,000- spots on the floor that open up and cause anyone standing on it to fall through and end up on the outside right in the garabage. Metal Detectors:$1,500- installed at enterances, detects if person who enters is carrying anything metallic on him/her. Radar:$2,000- this scans the area around your location for anything that is approaching your location. This has a 10 mile radius. Power Generator:$15,000- this supplies power to your base's enternal and internal defenses if its power source is ever severed. Each generator supplies power to your internal/eternal systems for 10 turns. Shield Generator:$20,000- this supplies power to your base's energy shield, without draining your internal/external defense systems. Each generator supplies power to the energy shield for an additional 25,000 damage resistance. Auxiliary power and emergency systems:$15,000- this supplies your base with enough power to last for 5 days without a energy source. This can be switched over to your energy shield to boost it for a total of an additional 50,000 damage resistance(10,000 damage resistance per day). Docking Bays:$10,000- used to allow trade and arm/disarm mobile suits of their armaments, it can hold 100 suits. Storage Room:$1,000- a storage area for supplies Basement:$2,000- an underground storage area Underground Bunker:$5,000- an underground storage area and bomb shelter Energy Core:$15,000- a room where the power and shield generators are stored and installed. This can hold a total of 50 generators. |