Bullet Weapons
Shotgun (Hand): An old idea finally adapted to Walker technology. Excellent close range firepower, but lacks armor penetration. The wide spread of projectiles makes it easier to hit the target. ((Lowered Critical Hit Chance, reduced damage penalty for near misses))
Firepower Rating: 3
Range: Short
Cost: 22
Availability: 1

Assault Rifle (Hand): Fires 3-round bursts with excellent accuracy, allowing it to be useful in a variety of situations.
Firepower Rating: 2
Range: Short-Medium
Cost: 8
Availability: 4

Gatling Cannon (Medium Torso, Arm): Capable of extremely high firing rates and powerful projectiles, the Gatling is suitable for use against a wide variety of targets.
Firepower Rating: 3
Range: Short-Medium
Cost: 22
Availability: 1

Shotgun (Hand): An old idea finally adapted to Walker technology. Excellent close range firepower, but lacks armor penetration. The wide spread of projectiles makes it easier to hit the target. ((Lowered Critical Hit Chance, reduced damage penalty for near misses))
Firepower Rating: 3
Range: Short
Cost: 22
Availability: 2

Cannon Weapons
Bazooka MK II (Hand, 5 shots): An upgraded weapon system designed by Agni Industries. Using elements from their Aerodynamic Shell technology they were able to increase the range of the weapon’s projectiles while also fitting in an extra round into the magazine.
Firepower Rating: 4
Range: Medium-Long
Availability: 2

Grenade Launcher (Hand): An Agni-produced weapon with excellent range at the cost of overall firepower. However, it is capable of indirect fire support given the proper guidance.
Firepower Rating: 2
Range: Medium-Long (AAS guided shots limited to Medium range)
Cost: 15
Availability: 3

Rocket/Missile Weapons
Medium Missile Launcher (Medium/Large Shoulder): Fires 3 guided missiles.
Firepower Rating: 3
Range: Medium-Long
Cost: 16
Availability: 2

Large Vertical Missile Launcher (Large Shoulder, 6 volleys): Fires 4 guided missiles into the air before raining down upon the enemy.
Firepower Rating: 4
Range: Long
Cost: 24
Availability: 3

American
Fusion Reactor (Large Internal): Installing this into a Walker will allow the use of energy weapons and booster modules. However, if the reactor is damaged there is a chance it will explode, vaporizing the Walker.
Cost: 400
Availability: 1

Other Equipment
HE Rockets: These rockets carry oversized warheads, but less fuel. Thus they deal twice the damage, but have half the range. (Doubles Firepower of each equipped Rocket Pod, but reduces range to Short)
Cost: 50
Availability: 1

Area Jammer (Medium/Large Shoulder): UEG built device that overwhelms specialized targeting systems and radar with excessive ‘noise’. However, the device does not discriminate and affects every unit on the field that is in range. ((All radars (including Jap Radar), and specialized targeting equipment for everyone in the battle is rendered useless. This also means that ECM and JECM do not work and that AMS is unable to target incoming missiles.))
Cost: 20
Availability: 2

Upgrade Kit: Advanced technology from Egypt that can be used to increase a Walker’s ability to bear weight. Results in either increased speed, armor, or stability. ((Can be used to increase either the speed, armor, or stability of the Walker by one grade. Only one can be applied to each Walker. Can not be removed.))
Cost: 110
Availability: 1

Walkers
Marine: 1200
Vanguard x3: 200
Sunburst x4: 200

Hireables
Assault Infantry (Fox Company): Infantry equipped to fight other military forces, including Walkers. Can be split into smaller teams, but is most effective when working together. 8 FR total.
Cost: 400

Recon Infantry (Silver Company): A unit of specialized soldiers who can report in on enemy locations and direct artillery strikes and other indirect weapons fire. Can also track enemy units and determine enemy weapon loadouts. Limited ability to defend themselves against enemy infantry and can be split into 4 smaller squads.
Cost: 400

Assault ‘Copters (Wolf Squadron): A unit of four helicopters armed with a variety of weapon systems. Between their firepower and speed, the squadron is geared for engaging in combat with enemy ground units.
Cost: 400

Scout ‘Copters (Delta Squadron): Sacrificing weapons for sensor equipment, these pilots are well equipped for locating enemy units. They are even able to bypass standard ECM.

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